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From: Steve B. <sbr...@ch...> - 2003-03-14 14:33:03
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Im sorry but Im going to have to drop off the project, at least for a while. I just started a new job and although I'd like to be involved, I just don't have the time to commit to it. Steve ----- Original Message ----- From: "Ben Kloosterman" <ben...@it...> To: "Cosmos2-Code" <cos...@li...> Sent: Friday, March 14, 2003 2:45 AM Subject: [Cosmos2-code] RE: Questions > Keep the questions comming . I posted this to the list as other people may > have the same questions. > > Ben > > > Hello Ben, > > > > I have some (many ;)) questions. > > 1) EmpireTreeView: How should I access nodes? What information > > the nodes will contain? What does the Tree represents? Which > > variables should be contained in the Tree? Can player switch > > between Empires or this is a list of Empires for MP game? > > EmpireTreeView on the UI . This only contains the playing empire and will > contain the Races of the Empire and all his Groups( and contained Units) as > well as characters allowing quick navigation of your possessions. > > > 2) Game: IS our game MP-oriented? > Single and MP . MP will probably be first as it allows better play testing > and humans teach us how to build sneakier AI's. At the moment we are trying > to get 1 Empire getting a turn done - we will then get MP on one machine > done by doing each turn for a number of players and then doing a Gen. > > > How many players will there be > > online? > Probably 1 - 16. I think this is set in the Empires class. > > > Will there be any AI? > Yes , but not just single player even in multiplayers when players drop > out they will be relaced by an AI. > > > Will there be diplomatic relations > > between Empires? > Yes > > > What will it include in? > Diplomatic options need to be designed ( but will probably have to wait > for a bit more of the game to be active). One think of interest though is a > character may negotiate a Peacy treaty which will last a certain time. > > > Where the information > > about Empires will save: on HDD or on an Internet Server? > Good question . On the HDD of the players and the server. The server will > generate new files to download for each player. The UI then reads those > files. > > To give you an idea stars uses this procedure. The game has an .XY file > which is the map , which each player downloads at the start of the game. > Each empire than has a .m file representing all his assets and there > positions as well as map items they can see ( mines , enemy ships and > salvage). Then there is an .h file which has part of the map the player has > last seen ( a history) . When a player submits a turn he generates an x file > which is basically an order file and is pretty small. The server then uses > the old m files and the orders to generates a new m file and mails it to the > player. Single player works the same but the files are on the same machine > and the generation is automatic. > > I will do something similar but will keep map and scan information with the > map class eg (StarSystems) but I have to work out how to handle map updates > each turn without resending the whole map. This will need to be fleshed out > but like I said the first target is to be able to play the first turn. > > I would hope to have a client that autodownloads and uploads when a turn > gen is done ( which could be every 2 minutes or even every 2 days) but this > is not a priority yet and could be written in less than week. > > > > Whar does > > double_click on EmpireTree represents: will it change current > > Empire or do smth. > No . It will select the item clicked on ( Unit or character) and recentre > the map to that point. > > > else? What is the Main Screen Window( Test2 )? > > Testing - Devs can put extra stuff under Test2 . It is not used anymore. > > > Will it be the main window or is this optional? What's the use of > > Empires class if only ActivePlayer.EWmpire represents the real > > EMpire? > > ActivePlayer.Empires has been replaced this week by UIEmpire.Empire. The > reason is that UIEmpire.Empire get the current players possessions and is > used by the UI. When a tick occurs that a game month has passed Core will > generate the changes by going through the orders of all the empires and > executing the changes. The other reason is when you see the ships of other > Empires you will need to get basic information from the Empire class to get > logos colours etc , the detailed information will not be present so Empires > need a remote empire and an active empire mode ( same but less information > is available) . > > > How do I access the TechList of the Empire, what does it > > represents? > > It represents the Technology levels than an Empire has achieved /posseses. > This is being replaced by some different classes but it is pretty similar. > > > > 3) XML: Can I crypt Xml files? For example for saving password. To > > save Empire I've simply made Empire class Seralizable, am I on the > > right way? > > We will have to crypt stuff but I would preffer to deal with that later eg > when we wrap all the XML into a single file for each Empire. At present just > leave it so it is easy to use. > > Make sure you test it. > > > 4) EquipmentEditor: what is it, what will it do? Maybe there is > > smth to upgrade in it? > > It is used to create Items(components ) that units and ships use eg > Computers , Lasers , Fusion Powerplant etc . It is unlikely players will > have access to it , but it will be used by us to create components for the > game. I will do some minor mods soon to make it simpler eg to remove > subItems and have fixed raw materials ( Core.World.Materials - originaly raw > materials were components). > > > > > I've sent you the code changes I did. It's beta, but it works. > > Let me know if there is smth. wrong in it. > > Try to test things yourself ( and all code is alpha at that point) , I only > have time really to plug it in and see if it compiles. > > Ben > > PS: I send you some bits of a conversation we are having which is not list > worthy yet. Do you have Viso if so I will post the diagram. > > > > > > ------------------------------------------------------- > This SF.net email is sponsored by:Crypto Challenge is now open! > Get cracking and register here for some mind boggling fun and > the chance of winning an Apple iPod: > http://ads.sourceforge.net/cgi-bin/redirect.pl?thaw0031en > _______________________________________________ > Cosmos2-code mailing list > Cos...@li... > https://lists.sourceforge.net/lists/listinfo/cosmos2-code |