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From: Ben K. <ben...@it...> - 2003-03-14 15:54:36
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Ok , Let us know if you have some more time on your hands. Ben > -----Original Message----- > From: cos...@li... > [mailto:cos...@li...]On Behalf Of Steve > Brailsford > Sent: Friday, 14 March 2003 10:33 PM > To: cos...@li... > Subject: Re: [Cosmos2-code] RE: Questions > > > 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 > > > > ------------------------------------------------------- > 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 > > |