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From: Danny F. <da...@fr...> - 2003-08-11 22:24:26
|
Latest release is always in the CVS, it's the game running at advancedpowers.com /Danny At 16:39 2003-08-11 -0500, Jeff Bachtel wrote: >Does the sourceforge CVS still follow current OpenME development? >On a related note, what is the preferred latest file release for >install? There is a March 2003 release on sourceforge's file release >area, but there's no file associated with it for download. > >Thanks, >jeff > >-- >Jeff Bachtel (root@ISC,TAMU) http://www.cepheid.org/~jeff > [finger je...@ce... for PGP key] > > >------------------------------------------------------- >This SF.Net email sponsored by: Free pre-built ASP.NET sites including >Data Reports, E-commerce, Portals, and Forums are available now. >Download today and enter to win an XBOX or Visual Studio .NET. >http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 >_______________________________________________ >Openme-developers mailing list >Ope...@li... >https://lists.sourceforge.net/lists/listinfo/openme-developers |
From: Jeff B. <je...@ce...> - 2003-08-11 21:40:58
|
Does the sourceforge CVS still follow current OpenME development? On a related note, what is the preferred latest file release for install? There is a March 2003 release on sourceforge's file release area, but there's no file associated with it for download. Thanks, jeff -- Jeff Bachtel (root@ISC,TAMU) http://www.cepheid.org/~jeff [finger je...@ce... for PGP key] |
From: Julien V. <jve...@ya...> - 2003-03-14 12:53:57
|
cheat issue, you call a game master, deposit a suspicion against a player and exposing facts. then it go to the Constituion Council, they make a list of datas gathered by the III : Imperial Intelligence Institution (purely fictive, just looking in the database), publish a list of charge with the data concerning the issue and place the Conctitution Concil seal on it. If it's proved enougth they can take directly push the guy in the jail and delete his existence from the imperial computer or more agressive eradicate his genes from the imperal genetics bank and prevent any new clones (a GUID ban). If it's really strange doubt (like a multi issue) they publish the list and call for a Senate (perhaps racial council for more fairness?) vote, 3/4 majority *poof* in the enternal jail. (a deleted player can always comeback, part of the fun :D) Le ven 14/03/2003 à 13:24, Julien Vermillard a écrit : > a bit long idea inspired from some other games. > > * The Senate > The senate is composed of all current membership merchants > They can propose law and vote it about game rules, constants (like a > base comme with 8 turrets in place of 10 or a new feature proposition) > then when it's voted with 2/3 majority it go to the 'constitution > council' for verification against the physical rules and the imperial > constitution > > * The Racial Council > composed of the top 10 XPed merchants of a given race (with 7 mentor > points) > they can call a vote for a resolution against a special player > comportement and get him placed in imperial jails forever and get totaly > deleted of the imperial registries. We can envisage alliance dissolution > resolutions too. A resolution need a 3/4 majority (the sum of all the > councils). A resolution vote can be called by everybody with a sit at > one of the Racial Council. > > * The Racial Overlord > the top XPed player of a race with 7 mentor points > he can call vote on racial war/peace issue at the Racial Parlement > > * The Racial parlement > The racial parlement is composed of the merchants of a given race with 7 > mentor points, they vote racial War/Peace (need 1/2 majority for pass) > Members of the racial council got 5 vote points > A simple deputy 1. > Only positively aligned players are accepted as deputies. > > * The Constitution council > Composed of current active & passive contributors, you need to > autoproclame yourself senator and get accepted by your peers. Senate > automanage sit without any formals rules. Senate inspect voted laws. If > it can be done according to physical rules and power the empire got, if > it's correctly defined (no fuziness in the text) and respecting the > rules of the constitution. > > * Mentors point > > Activated after 1 month game time (after all vets joinned). > > When a newcommer merchant appear, automaticly a message is sent to one > of the self proclaimed mentor currently online (under preference > screen). > > So the mentor get into contact with the merchant apprentice, explain him > the game ropes. > if the newcommers got trouble with his mentor (afk etc..) he got a > little link under the 'report bugs' one for call a 'Game Master' > (generaly some admin) the game master will contact him and try to find > him a new mentor. > > When a newcomer reach 70K XP (example value..) he can go to the racial > governement building and proclame his mentor as a good mentor, then the > mentor win 1 mentor point. > > > The idea : > ---------- > > Get more ppl interested by mentoring newcomers > get ride of scams by voting (your a total annoyance for other players ? > *poof* no more) > > will add some assembly seat race between alliances and give more power > to paying members. -- Julien Vermillard <jve...@ya...> |
From: Julien V. <jve...@ya...> - 2003-03-14 12:43:57
|
mentoring is riped from atitd.com Le ven 14/03/2003 à 13:40, Angelo Schneider a écrit : > The Mentor Concept is very good! > > > > * Mentors point > > > > Activated after 1 month game time (after all vets joinned). > > > > [..] > > > When a newcomer reach 70K XP (example value..) he can go to the racial > > governement building and proclame his mentor as a good mentor, then the > > mentor win 1 mentor point. > > > > The idea : > > ---------- > > > > Get more ppl interested by mentoring newcomers > > get ride of scams by voting (your a total annoyance for other players ? > > *poof* no more) > > > > will add some assembly seat race between alliances and give more power > > to paying members. > > > > ---------------------------------------------------------------------- > Angelo Schneider OOAD/UML Ang...@oo... > Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 > 76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 > > > ------------------------------------------------------- > 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 > _______________________________________________ > Openme-developers mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openme-developers -- Julien Vermillard <jve...@ya...> |
From: Angelo S. <ang...@oo...> - 2003-03-14 12:41:14
|
The Mentor Concept is very good! > > * Mentors point > > Activated after 1 month game time (after all vets joinned). > [..] > When a newcomer reach 70K XP (example value..) he can go to the racial > governement building and proclame his mentor as a good mentor, then the > mentor win 1 mentor point. > > The idea : > ---------- > > Get more ppl interested by mentoring newcomers > get ride of scams by voting (your a total annoyance for other players ? > *poof* no more) > > will add some assembly seat race between alliances and give more power > to paying members. > ---------------------------------------------------------------------- Angelo Schneider OOAD/UML Ang...@oo... Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 |
From: Julien V. <jve...@ya...> - 2003-03-14 12:22:48
|
a bit long idea inspired from some other games. * The Senate The senate is composed of all current membership merchants They can propose law and vote it about game rules, constants (like a base comme with 8 turrets in place of 10 or a new feature proposition) then when it's voted with 2/3 majority it go to the 'constitution council' for verification against the physical rules and the imperial constitution * The Racial Council composed of the top 10 XPed merchants of a given race (with 7 mentor points) they can call a vote for a resolution against a special player comportement and get him placed in imperial jails forever and get totaly deleted of the imperial registries. We can envisage alliance dissolution resolutions too. A resolution need a 3/4 majority (the sum of all the councils). A resolution vote can be called by everybody with a sit at one of the Racial Council. * The Racial Overlord the top XPed player of a race with 7 mentor points he can call vote on racial war/peace issue at the Racial Parlement * The Racial parlement The racial parlement is composed of the merchants of a given race with 7 mentor points, they vote racial War/Peace (need 1/2 majority for pass) Members of the racial council got 5 vote points A simple deputy 1. Only positively aligned players are accepted as deputies. * The Constitution council Composed of current active & passive contributors, you need to autoproclame yourself senator and get accepted by your peers. Senate automanage sit without any formals rules. Senate inspect voted laws. If it can be done according to physical rules and power the empire got, if it's correctly defined (no fuziness in the text) and respecting the rules of the constitution. * Mentors point Activated after 1 month game time (after all vets joinned). When a newcommer merchant appear, automaticly a message is sent to one of the self proclaimed mentor currently online (under preference screen). So the mentor get into contact with the merchant apprentice, explain him the game ropes. if the newcommers got trouble with his mentor (afk etc..) he got a little link under the 'report bugs' one for call a 'Game Master' (generaly some admin) the game master will contact him and try to find him a new mentor. When a newcomer reach 70K XP (example value..) he can go to the racial governement building and proclame his mentor as a good mentor, then the mentor win 1 mentor point. The idea : ---------- Get more ppl interested by mentoring newcomers get ride of scams by voting (your a total annoyance for other players ? *poof* no more) will add some assembly seat race between alliances and give more power to paying members. -- Julien Vermillard - jve...@ya... +33(0)680328665 |
From: Oliver D. B. <oli...@ma...> - 2003-03-02 15:11:05
|
From: Copper Dark To: Admin Date: 13:19:05 03/02/03 Hi, You may have already spoken to my girlfriend Kiriel about the speed problems. I'm alliance leader for the Regulators and have been talking to some of my members on AIM and IRC about how they are experiencing it. I've got one from the US, his speed is fair but not good. I've got one from Germany who has as many problems as I have, both in page build times (mostly between 11 and 33 seconds) and good page builds but also extremely slow when the page builds are closer to 2 seconds. I've got one from Sweden who has got a great connection. I've got another from Holland whose speed is like the German one and like ours. My current status: - I've been doing 3 sectors in 8 minutes. - My ping times are good, between 40 and 50 ms. - Traceroute shows no hickups anywhere. - Most pagebuilds take between 11 and 33 seconds (not ms, seconds) - Even when the pagebuild states 0.2 seconds, it still takes a lot longer to load, minimum I've timed (stopwatch) was about 10 seconds, most are about 30 seconds even up to a minute. - Quite a few page requests never load at all. The problem is the same as last round. Great pingtimes but still incredibly slow. It got worse during the last round and it's even worse now. I've played many online games from this connection and never experienced anything like this. My main game for 2.5 years was Imperial Conflict before I moved here and they used Bredband for a long time as well. I experienced no problems with their speed then and I'm using the same ISP. I'm only half-technical and haven't a clue what the problem is, but from what I can see I can only conclude that it's not Bredband and it's not my ISP. With the current speeds, I fear my alliance (we've been recruiting during the downtime and are now counting 18 members) will fall apart if things don't improve. Almost all will quit playing if the speed doesn't improve. I hope the info above will help. If I can help in any other way, please let me know. Regards, Sergio ============================================= Microsoft(R) Windows DOS (C)Copyright Microsoft Corp 1990-2001. C:\DOCUME~1\FALCONER>tracert www.associatedpowers.com Tracing route to associatedpowers.com [217.157.19.71] over a maximum of 30 hops: 1 <1 ms <1 ms <1 ms merchant.mshome.net [192.168.0.1] 2 22 ms 19 ms 29 ms 195.190.241.42 3 25 ms 29 ms 19 ms 33.ge-0-0-0.xr1.pbw.xs4all.net [194.109.5.181] 4 19 ms 19 ms 19 ms 0.ge-0-3-0.xr1.sara.xs4all.net [194.109.5.14] 5 28 ms 19 ms 29 ms ge-3-1-0.ar1.AMS1.gblx.net [62.8.34.17] 6 21 ms 19 ms 19 ms pos10-0-2488M.cr1.AMS2.gblx.net [208.49.136.169] 7 34 ms 39 ms 39 ms pos9-0-2488M.cr1.CPH1.gblx.net [64.215.37.17] 8 33 ms 29 ms 29 ms so4-0-0-2488M.ar2.CPH1.gblx.net [62.12.32.74] 9 41 ms 39 ms 39 ms CybercityCopenhagen-622M.so-0-1-0.ar2.CPH1.gblx. net [62.12.33.34] 10 38 ms 39 ms 39 ms pos1-0.cr1-by.ip.cybercity.dk [212.242.6.65] 11 55 ms 49 ms 59 ms feth0-0.xc6-by.ip.cybercity.dk [212.242.18.136] 12 60 ms 49 ms 49 ms 217.157.19.65 13 51 ms 49 ms 49 ms 217.157.19.71 Trace complete. www.associatedpowers.com Pinging associatedpowers.com [217.157.19.71] with 32 bytes of data: Reply from 217.157.19.71: bytes=32 time=49ms TTL=242 Reply from 217.157.19.71: bytes=32 time=48ms TTL=242 Reply from 217.157.19.71: bytes=32 time=40ms TTL=242 Reply from 217.157.19.71: bytes=32 time=41ms TTL=242 Ping statistics for 217.157.19.71: Packets: Sent = 4, Received = 4, Lost = 0 (0% loss), Approximate round trip times in milli-seconds: Minimum = 40ms, Maximum = 49ms, Average = 44ms ============== << Hoy some of you are experiencing speed problems. The problem is that its not the AP server thaty barely has a load. Its probably the swedish ISP that has problems with people from across the ocean :) We are ofcourse working fulltime on it If you are expericing pages that gives exstreme buildtimes, message game admins thankyou >> |
From: Michael v. D. <mi...@ci...> - 2003-03-01 23:27:37
|
*Not all Xollian started at -50 alignment ACTION : Check all Xollian for -50 alignment and correct where needed *Not all KEA started at +50 alignment ACTION : Check all Kea for +50 alignment *Trojanman had account problems <Trojan> anyways i told middy when i signed up, that somebody took the account name trojanman <Trojan> so he said he'll delete the username <Trojan> but i found out that gold members could just log in <Trojan> so i logged in and created merchant Trojanman <Trojan> by that time Middy deleted my account name Trojanman <Trojan> so i got logged out and signed up again but my merchant is still ingame ACTION : Add gold status to account trojanman and delete merchant Trojanman *Racial pages have some typos ACTION : Check racial pages for typos and correct where needed *Turns per hour have been erratic. Too many, not enough or none at all ACTION : Middy already working on it *Some people complain that they didn't show up on Highscore list or only after login into the game again ACTION : Check highscore list * Kraken created a double account <Kraken> the "kraken" one needs to be erased <Kraken> thats the Grendel one ACTION : Delete kraken account along with merchant Grendel |
From: LJC. v. R. <va...@wa...> - 2003-02-13 18:30:07
|
Research for weapons is a matter of putting the right sciences to the specific type weapons, and keeping some sort of balance in the available sciences required. The higher effective weapons (high accuracy) required sofar to have the enhanced targetting science researches also and keep other sciences to fill in remaining requirements. Also the number of required sciences is based on the class of weapon, whereby a light weapon would require 2, a medium weapon 3 and a heavy weapon 4 or more sciences (including some top-of-the-line topics). I feel that basically this a solid way to delay production of heavy weapons long enough. Automation of the assignment of sciences to weapons, in the form of a generator, takes more time than necessary.. and we would have to create an extra field or even several extra fields for the sole purpose of making the sciences stick out for the generator. At this point and taking the number of weapons into account I think doing this job manually will be fastest. Rag At 01:52 11-2-2003 +0000, you wrote: > > Research, Ragnora had asked me to assign the physics necesary to make the > > particular guns. I've been working 6 days a week and barely have had > enough > > time to sleep let alone do extra projects. If left to me the Research will > > get done *eventually* but it may not get done *in time* (not sure how close > > we are to being done). > > > >Woulld it not be easyer to have a generatore for research trees as well? > >I mean, having the physics as they are, the guns and a generator making >a tree for research, mapping phyics to guns(or races first) and then >distributing harder to get tech to the more "effective" guns, easyxer to >get tech(early in physics tree) to the lower effective guns and finaly >adjust research time, goods and prices according to "hardness" of >getting a phyics researched and on how powerfull the gun is which is >made by it. > >aos > >---------------------------------------------------------------------- >Angelo Schneider OOAD/UML Ang...@oo... >Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 >76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 > > >------------------------------------------------------- >This SF.NET email is sponsored by: >SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! >http://www.vasoftware.com >_______________________________________________ >Openme-developers mailing list >Ope...@li... >https://lists.sourceforge.net/lists/listinfo/openme-developers |
From: Angelo S. <ang...@oo...> - 2003-02-11 01:53:44
|
> Research, Ragnora had asked me to assign the physics necesary to make the > particular guns. I've been working 6 days a week and barely have had enough > time to sleep let alone do extra projects. If left to me the Research will > get done *eventually* but it may not get done *in time* (not sure how close > we are to being done). > Woulld it not be easyer to have a generatore for research trees as well? I mean, having the physics as they are, the guns and a generator making a tree for research, mapping phyics to guns(or races first) and then distributing harder to get tech to the more "effective" guns, easyxer to get tech(early in physics tree) to the lower effective guns and finaly adjust research time, goods and prices according to "hardness" of getting a phyics researched and on how powerfull the gun is which is made by it. aos ---------------------------------------------------------------------- Angelo Schneider OOAD/UML Ang...@oo... Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 |
From: Mitch H. <don...@ho...> - 2003-02-10 15:59:11
|
I wanted to let everyone on the developers list know that I hope to be starting up a game of OpenME on my home server soon. I don't see this game competing that much with the AdvancedPowers game. My DSL line will only handle about 6-10 people at a time, and the feature set for this game hasn't changed much since the beginning of the last game. I have two primary goals for my game: (1) To test MySQL transaction-enabled InnoDB tables under actual OpenME game conditions. (2) To maintain a simplified OpenME code base that is easier to install, and supports multiple SQL databases. I'll try to update you on the MySQL expirement after I've let it run for a while. Hopefully, if I beat you guys in starting the game up, I'll have really high traffic for a few days until the new AdvancedPowers game starts up. :) That should provide a good stress test for the MySQL setup. So far, from what I've seen while setting up the game, the transaction-enabled MySQL tables don't have the speed advantage of plain MySQL tables. I'm curious to see what I get under game conditions with multiple people accessing the server. _________________________________________________________________ Tired of spam? Get advanced junk mail protection with MSN 8. http://join.msn.com/?page=features/junkmail |
From: Oliver D. B. <oli...@ma...> - 2003-02-08 20:49:15
|
DI formula is not adjusted as we spoke of. I have been busy generating the galaxies. The physics is not nessesary for gamestart (we can disable it until we are ready for instance). I'll try to have the DI formula ready ASAP.. -----Original Message----- From: ope...@li... [mailto:ope...@li...] On Behalf Of Justin Stedman Sent: 8. februar 2003 21:23 To: ope...@li... Subject: [Openme-developers] Balancing, Turn Stuff and Things aos I originally suggested making Gating use 20 turns, Middy counter suggested 25 and I concurred. I would still have no problem using 20 for Gating (I think it would be nice to have Gating = Jumping = Warping in terms of turn consumption). As far as balancing goes, I have been the one who has tried to make things less extreme. Others have suggested far more radical things (not necesarily bad ideas, but just huge changes). I've tried to keep the changes less extreme. So is the Trade Forumla for DI done now and is it implemented in the Trade Simulator (http://www.advancedpowers.com/me_dev/docs/trade_simulator.php)? If so then I'll analyze it and see how it should effect my ship price formula. Research, Ragnora had asked me to assign the physics necesary to make the particular guns. I've been working 6 days a week and barely have had enough time to sleep let alone do extra projects. If left to me the Research will get done *eventually* but it may not get done *in time* (not sure how close we are to being done). Carnaugh _________________________________________________________________ Help STOP SPAM with the new MSN 8 and get 2 months FREE* http://join.msn.com/?page=features/junkmail ------------------------------------------------------- This SF.NET email is sponsored by: SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! http://www.vasoftware.com _______________________________________________ Openme-developers mailing list Ope...@li... https://lists.sourceforge.net/lists/listinfo/openme-developers |
From: Oliver D. B. <oli...@ma...> - 2003-02-08 20:48:52
|
Ah and adjustments to ship lists.. I'll populate the DB with the ships very soon so any changes will have to be done by hand. To create dealers I need to have the ships present and the game will soon be close to starting. -----Original Message----- From: ope...@li... [mailto:ope...@li...] On Behalf Of Justin Stedman Sent: 8. februar 2003 21:23 To: ope...@li... Subject: [Openme-developers] Balancing, Turn Stuff and Things aos I originally suggested making Gating use 20 turns, Middy counter suggested 25 and I concurred. I would still have no problem using 20 for Gating (I think it would be nice to have Gating = Jumping = Warping in terms of turn consumption). As far as balancing goes, I have been the one who has tried to make things less extreme. Others have suggested far more radical things (not necesarily bad ideas, but just huge changes). I've tried to keep the changes less extreme. So is the Trade Forumla for DI done now and is it implemented in the Trade Simulator (http://www.advancedpowers.com/me_dev/docs/trade_simulator.php)? If so then I'll analyze it and see how it should effect my ship price formula. Research, Ragnora had asked me to assign the physics necesary to make the particular guns. I've been working 6 days a week and barely have had enough time to sleep let alone do extra projects. If left to me the Research will get done *eventually* but it may not get done *in time* (not sure how close we are to being done). Carnaugh _________________________________________________________________ Help STOP SPAM with the new MSN 8 and get 2 months FREE* http://join.msn.com/?page=features/junkmail ------------------------------------------------------- This SF.NET email is sponsored by: SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! http://www.vasoftware.com _______________________________________________ Openme-developers mailing list Ope...@li... https://lists.sourceforge.net/lists/listinfo/openme-developers |
From: Justin S. <jus...@ho...> - 2003-02-08 20:23:30
|
aos I originally suggested making Gating use 20 turns, Middy counter suggested 25 and I concurred. I would still have no problem using 20 for Gating (I think it would be nice to have Gating = Jumping = Warping in terms of turn consumption). As far as balancing goes, I have been the one who has tried to make things less extreme. Others have suggested far more radical things (not necesarily bad ideas, but just huge changes). I've tried to keep the changes less extreme. So is the Trade Forumla for DI done now and is it implemented in the Trade Simulator (http://www.advancedpowers.com/me_dev/docs/trade_simulator.php)? If so then I'll analyze it and see how it should effect my ship price formula. Research, Ragnora had asked me to assign the physics necesary to make the particular guns. I've been working 6 days a week and barely have had enough time to sleep let alone do extra projects. If left to me the Research will get done *eventually* but it may not get done *in time* (not sure how close we are to being done). Carnaugh _________________________________________________________________ Help STOP SPAM with the new MSN 8 and get 2 months FREE* http://join.msn.com/?page=features/junkmail |
From: Angelo S. <ang...@oo...> - 2003-02-08 14:07:20
|
If you do not agrre with my tone, it would be nice, for me, to get a clue at wich point I was rude or unpolite. E.g. wich wording to avoid and wich to choose instead. I just truied to be as precise as possible ... only my last line against Carnaughs "balancing" is unpolite, of course. As I do not think that balancing means wild increasing of stats in one game area and decreasing stats in a different area and distributing this over several races ... "I give you 5 apples, therefor I take away 2 oranges from you ... however the apples make you happy so you are happier than I am and I claim for me 2 nice doses of dope ... hm, I have to give up beer for that to balance that I have dope and you not" .... Anyway, I fully agree with KevKev that the effords put into the game are great. I defeinitly do not want to make the work one put into the game smal. I also appreciate the hughe amount of work Carnaug himself put into it. I do not attack the person ... At least not realy :-) BTW: increasing gate turn consumption bejond 20 turns in fact favours me(I need less then half the online time to consume all my turns) ... I do not argue against it because *I* like it different ... I simply do not think that it is the right descission. aos ---------------------------------------------------------------------- Angelo Schneider OOAD/UML Ang...@oo... Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 |
From: Angelo S. <ang...@oo...> - 2003-02-06 18:05:45
|
Well, I don't know if it is now descided that we use 25 turns for gate usage. There is only one thing wich astarts to piss me from day to day more: How many features do you guys like to change from one game generation to the next at once? I claim: there is no way in desciding if the changes fit together or make sence together. By making such a bunch of changes the new game will have absolutely now relation to the old one, we will learn nothing. Regarding DI, ships and turns, I have not the feeling that this change makes any sense. The new DI 50 will not be much better than the old DI 8 as far as I understood Middy. No one will travel that far overland, that is up to 500 turns in a standard trader (100 sectors move worst case). Regarding your jump experiances: this may have happend once ... but its not the standard way. I missjumped about every 20th jump .... and after you have a decent elvel you realy never missjump any longer. Probably there was a bug in the formular while you had that bad luck? No idea. Anyway, increasing gating(and warping?) bejond jump in turn consumption will realy piss off a hughe amount of players. Now we are at the point where I can make a cheap word in return: "The game is degrading into a Carnaughs way of playing style game". (Thats not ment personaly, its only that you where calling em like that once and that most changes lately are motivated by your suggestions, and no one seems to have objectives :-/ except me) Your way of using the word "balance" also starts to piss me, balance is not changing one number and changing some other numbers to have a "balance" betwee those changes. If you like to balance gate trading then start to think in terms of "cost" and in terms of "XP gain" etc. If a Mawlor jumper outperforms a KEA gate trader in terms of XP/turn and in terms of money/turn AND in terms of flexibility of being free to jump EVERYWHERE, then there is no balance at all. aos Justin Stedman wrote: > > As Middy knows I agreed with Gating using 25 turns and Jumping using 20 > turns (as it was). Misjumping actually happens quite often. Once I even > misjumped 3 times in a row (and ended up in the same incorrect sector every > time). Miss jumping in Paragon or Mawlor space was quite annoying (with the > Galaxy structure). With the new higher DIs Jump and Gate trading will be > even more powerful. The Reason gating turns was increased was to give > overland traders more of a chance. And to balance between the 3 main types > of trading (Gate, Jump, Overland). As you had pointed out aos, you were > planning on using Gate trading for DIs 2 or higher. You are free to do > that, but it was silly that we had it that way (that gates were better to > use). Now even the Duke would have to travel 5 sectors for gating to be > better then overland. With only using 10 turns it would actually be better > for the Duke to Gate at any distances over DI 2 which I think is a bit > silly. > > We aren't cutting the heart out of Gate Trading at all, we are just making > it more balanced with the other forms. Also remember biggest Jump Trader > has 350 Cargo, whereas the Duke has 600 Cargo and the Trade Tycoon has 650 > (not to mention the GA with 750). > > Carnaugh > ---------------------------------------------------------------------- Angelo Schneider OOAD/UML Ang...@oo... Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 |
From: <ke...@ne...> - 2003-02-06 06:36:02
|
This field in the DB did not appear to be used elsewhere. It was originally being defaulted to player. i'm changing the use of the field. Sane values will be 0-255. meaning of the values 0: deleted/disabled user same effect as suspension (not currently used) 1: regular Player 2-9: extra space between players and admins. 10-255: admin of some sort. for the time being all admins are set to 10. (if you're not you can fix it) i will be using this field to determine if you are an admin for the purpose of the admin tools i'm going to work on. i would highly suggest that all other locations in the code be updated to use this instead of the AdminAlliance. The reasons for this are that the use of an integer allows for the creation of admin levels. This would allow some admins access to some tools and higher level admins access to more tools. The benefit to this is in the future when there will perhaps be a larger team of admins who don't all need access to all of the tools. The tools I intend to create will be able to do anything from the GUI. so this could be a real concern. We wouldn't want an admin to start rampantly editing his buds ships so that they all have increasead max holds or anything along those lines. The i believe that the admins we currently have would not so this sort of thing but in the future with a larger admin team this may not be the case and we may wish to limit temptation. Chris has committed to placing a function in the ME_Player class to get the player's perm by their player_id. I'll probably copy what he does and create one to set their perms as well so that the suspension code can call this as well if it's decided to use the perms instead of the seperate field for suspensions or whatever else we decide to use the permission levels for. I'm considering creating some sort of table that would keep the configuration of what level was required by each tool so that it is easy to add/update but that's a seperate issue. Comments, questions, flames? KevKev ------------------------------------------------------------ NEW - FREE Nettaxi 56kbs Dial-up INTERNET ACCESS with NO ADS or Ad Bars! http://www.nettaxi.com/isp/ |
From: Oliver D. B. <oli...@ma...> - 2003-02-05 10:59:30
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I think U are the engineer too.. (that's not a compliment :) ) -----Original Message----- From: ope...@li... [mailto:ope...@li...] On Behalf Of Angelo Schneider Sent: 4. februar 2003 15:02 To: ope...@li... Subject: [Openme-developers] Nice link about types of game designers Not sure if it is inded funny ... http://www.gamasutra.com/features/20030127/adams_01.shtml Only 2 or 3 seem to fit :-) Still seeking what I am, probably an engineer. aps ---------------------------------------------------------------------- Angelo Schneider OOAD/UML Ang...@oo... Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 ------------------------------------------------------- This SF.NET email is sponsored by: SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! http://www.vasoftware.com _______________________________________________ Openme-developers mailing list Ope...@li... https://lists.sourceforge.net/lists/listinfo/openme-developers |
From: Justin S. <jus...@ho...> - 2003-02-04 21:52:30
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As Middy knows I agreed with Gating using 25 turns and Jumping using 20 turns (as it was). Misjumping actually happens quite often. Once I even misjumped 3 times in a row (and ended up in the same incorrect sector every time). Miss jumping in Paragon or Mawlor space was quite annoying (with the Galaxy structure). With the new higher DIs Jump and Gate trading will be even more powerful. The Reason gating turns was increased was to give overland traders more of a chance. And to balance between the 3 main types of trading (Gate, Jump, Overland). As you had pointed out aos, you were planning on using Gate trading for DIs 2 or higher. You are free to do that, but it was silly that we had it that way (that gates were better to use). Now even the Duke would have to travel 5 sectors for gating to be better then overland. With only using 10 turns it would actually be better for the Duke to Gate at any distances over DI 2 which I think is a bit silly. We aren't cutting the heart out of Gate Trading at all, we are just making it more balanced with the other forms. Also remember biggest Jump Trader has 350 Cargo, whereas the Duke has 600 Cargo and the Trade Tycoon has 650 (not to mention the GA with 750). Carnaugh _________________________________________________________________ MSN 8 helps eliminate e-mail viruses. Get 2 months FREE*. http://join.msn.com/?page=features/virus |
From: Angelo S. <ang...@oo...> - 2003-02-04 14:02:48
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Not sure if it is inded funny ... http://www.gamasutra.com/features/20030127/adams_01.shtml Only 2 or 3 seem to fit :-) Still seeking what I am, probably an engineer. aps ---------------------------------------------------------------------- Angelo Schneider OOAD/UML Ang...@oo... Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 |
From: Angelo S. <ang...@oo...> - 2003-02-04 13:23:40
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Hi! Oliver Due Billing wrote: > > I agree completely, i'll raise gate trading to 20~25 turns and tweak the > formula. The 25 turns is based on the fact that gate trading allows any ship I dont think that gating should use the same or even more turns than jumping. For gates you have an hughe investment of money to get a gate established, you have a base on both ends, you need to stock them, its your own territory more or less, you are less flexible than in jumping. For slow connections its the only way to play the game anyway ... by cutting the amount of trades one can make in a day, down to 50% or even less in relation to a jumper, seems not appropriated to me. > size , no risk of misjumping, and that jump ships do not have veyr big cargo > holds. Correct me if this is wrong Some races have no jump trade ship at all. Missjumping is a low percentage chance anyway. If you like to tweak on turns lower the turn consumption of jump traders, probably TD dependend or cargo dependend. Also there is still the idea floating to reduce missjump likelyhood in case you have a base or a drones close to the destination .... Well, it makes no sense to me to increase turn max every game, turns per hour every game and then to increase turn consumption just to increase turn max etc. again a game later :-) I don't think it will be popular to increase turn consumption for gates ... aos ---------------------------------------------------------------------- Angelo Schneider OOAD/UML Ang...@oo... Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 |
From: Justin S. <jus...@ho...> - 2003-02-04 05:00:36
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Just so you are aware whoever posted the Racial Abilities (http://www.advancedpowers.com/GameSetpUp%204th%20Generation.html) missed the Zyck 125% Production Cost. Or was this done on purpose (cause it makes Zyck look bad to have 4 Negatives and only 2 Positives). Building-Researching-Production were balanced with themselves (so we could have a theoretical race that is at 100% and be equal with all the races). The problem I guess is we have 2 Races with + Starting Modifiers and 3 with Negative Starting Modifiers. In general those are superflous from the other things but I did try to give the + ones to the races which had the 'worst' combination of the other stuff. If we want we could give a 5% Research Bonus (or equivalent) to the other races to compensate for 2 of the races getting bonuses (5% Research = 25% Producing for example). Anyways we should fix this before people start taking it as 'fact' because right now Zyck have an advantage over the other races (at least in that area). Carnaugh _________________________________________________________________ Add photos to your e-mail with MSN 8. Get 2 months FREE*. http://join.msn.com/?page=features/featuredemail |
From: <Dar...@kn...> - 2003-01-26 14:35:25
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> For the racial aspects. Nobody has seen the light of Saruman's version, and the clock is ticking, use the one BRUT has been working on. Tick tock, tick tock :) > Final decision is brut's though, he's team lead for that stuff. I'm not at work today so will try and write mine up more today. > > Weapons delay; yes. Its already coded, so therefore, the ship's person (Hawklan) wants it. > > Auto return fire.. I want. :) > But can't have it, I'm told by the knowledgable that its impossible. > Alliance treaties/size. Limit one, not the other. > Course that also defeats the point of limiting at all, and justly so. imo alliances should be 50 members or 40 minimum and MAPs limited to six. > --- "Justin Stedman" <jus...@ho...> wrote: > >My Answers to these Questions (for those that care). > > > >Things that need to be settled once and for all : > > > >Base racial kill bounty at 10% [yes / no] > >Yes > > > >Base xp gain/loss from kills [variable based on lvls / 10%] > >EXP Gain (from Kill): (10 - LevelDifference/4)% (10% Max) > >EXP Loss (from any Death): 10% > > > >Half EXP Gain for Force, TFP, Base kills. > > > >Racial abilities [keep last version / keep tweaking] > >Bruticus' with my #s and modifications > > > >Base Busting [keep old version / develop completely new version] > >Base Busting has to be capable to do with whatever MAP and Alliance Size > >settings we have. > > > >Auto return fire [yes / no] > >Prefer it to be Yes, but if not then the solutions Hawk and I have come up > >with for Weapon Delay etc. Also add in Auto Return Fire for when your > >Merchant is Offline as a feature. Possibly also added in Auto-Return Fire > >after X time Idle. > > > >Weapon delay for firing [yes / no ] > >See above > > > >Race description [use Tigers version / use Bruticus' version / developn > >other version] > >Saruman's Version > > > >Alliance size [20 / 25 / other] > >25, unless MAPs aren't working then 50 > > > >Treaty limits [limited / unlimited] > >Unlimited > > > >Add current sector sorting [yes / no] > >Random Current Sector Sorting > > > >Carnaugh - I've been told to Shut up! > > > >_________________________________________________________________ > >MSN 8 helps eliminate e-mail viruses. Get 2 months FREE*. > >http://join.msn.com/?page=features/virus > > > > > > > >------------------------------------------------------- > >This SF.NET email is sponsored by: > >SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! > >http://www.vasoftware.com > >_______________________________________________ > >Openme-developers mailing list > >Ope...@li... > >https://lists.sourceforge.net/lists/listinfo/openme-developers > > _____________________________________________________________ > Get your free Shattered Mail email address, courtesy of PlanetSG.net! ---> http://www.PlanetSG.net > > _____________________________________________________________ > Select your own custom email address for FREE! Get yo...@yo... w/No Ads, 6MB, POP & more! http://www.everyone.net/selectmail?campaign=tag > > > ------------------------------------------------------- > This SF.NET email is sponsored by: > SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! > http://www.vasoftware.com > _______________________________________________ > Openme-developers mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openme-developers > |
From: Oliver D. B. <oli...@ma...> - 2003-01-26 09:30:58
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I agree completely, i'll raise gate trading to 20~25 turns and tweak the formula. The 25 turns is based on the fact that gate trading allows any ship size , no risk of misjumping, and that jump ships do not have veyr big cargo holds. Correct me if this is wrong ----- Original Message ----- From: "Justin Stedman" <jus...@ho...> To: <ope...@li...> Sent: Sunday, January 26, 2003 12:56 AM Subject: [Openme-developers] DI and Trading > > Middy my messages about DI and Trading were not Flaming, I was just making > sure you guys knew the facts about the Formula you had presented. > > I agree with most of your 'theory' about trading. People should have a > choice in which strategy they wish to make money. Overland (long or short), > Jump, Gate trading. Obviously Gate will be the best and then probably Jump > trading but we should still have Overland trading as a viable option. > Especially because new players to the game won't be able to Gate trade from > the start (nor probably Jump trade safely). I think I know what you mean > about the higher DIs sort of being there for Gate and Jump Trading and I > guess I can go with that (since there are few of them). If I may suggest I > think a formula for trading that has Money/Turn increase as DI goes up to DI > 8 or 10. Then After that DI (8 or 10 or whatever) the unit price still > raises but the money/turn either stays equal or decreases (as you had it). > This way Overland trading would still be viable at the low DIs and be 'worth > it'. Then as you go above this (say) DI 10 it is more for Jumpers and > Gaters although an Overlander could still go that far without losing out. > Doing this would also keep the Trading Ships more balanced. Also people > won't be shocked by such a sudden change in the trading system (ie going > farther = less money). I also think Gating should use 20 turns (not 10). > With DI increasing and being able to gate with 600 Cargo ships we really > need Gating to use more turns. Otherwise Gate Trading not only destroys > Overland but Jump Trading also. > > Carnaugh - Can't believe he and aos agree on some issues! > > _________________________________________________________________ > Protect your PC - get McAfee.com VirusScan Online > http://clinic.mcafee.com/clinic/ibuy/campaign.asp?cid=3963 > > > > ------------------------------------------------------- > This SF.NET email is sponsored by: > SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! > http://www.vasoftware.com > _______________________________________________ > Openme-developers mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openme-developers > |
From: ChrisN <Ch...@sh...> - 2003-01-26 02:01:15
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Racial kill bounties at 10% is fine. I'd use the below formula for it, but it would require a pile of hard coding that I dont wanna do. So 10%. :) I still like my proposal for xp change on kills: xp change percent = 10 ((dead man's level - killer's level)/8) This sets the variance at +- 5%, but realistically most kills will be in the 8-12% range. Which is fine, too important of an aspect of the game to have a huge variance. Playing with fire :) And full XP regardless of kill type. For the racial aspects. Nobody has seen the light of Saruman's version, and the clock is ticking, use the one BRUT has been working on. Tick tock, tick tock :) Final decision is brut's though, he's team lead for that stuff. Weapons delay; yes. Its already coded, so therefore, the ship's person (Hawklan) wants it. Auto return fire.. I want. :) Alliance treaties/size. Limit one, not the other. Sector sorting. Pah. Do it by order of entry. Inverse it if you want. There's a last_move_date in 'ships' so all it would require is an order in a couple of queries. ChrisN --- "Justin Stedman" <jus...@ho...> wrote: >My Answers to these Questions (for those that care). > >Things that need to be settled once and for all : > >Base racial kill bounty at 10% [yes / no] >Yes > >Base xp gain/loss from kills [variable based on lvls / 10%] >EXP Gain (from Kill): (10 - LevelDifference/4)% (10% Max) >EXP Loss (from any Death): 10% > >Half EXP Gain for Force, TFP, Base kills. > >Racial abilities [keep last version / keep tweaking] >Bruticus' with my #s and modifications > >Base Busting [keep old version / develop completely new version] >Base Busting has to be capable to do with whatever MAP and Alliance Size >settings we have. > >Auto return fire [yes / no] >Prefer it to be Yes, but if not then the solutions Hawk and I have come up >with for Weapon Delay etc. Also add in Auto Return Fire for when your >Merchant is Offline as a feature. Possibly also added in Auto-Return Fire >after X time Idle. > >Weapon delay for firing [yes / no ] >See above > >Race description [use Tigers version / use Bruticus' version / developn >other version] >Saruman's Version > >Alliance size [20 / 25 / other] >25, unless MAPs aren't working then 50 > >Treaty limits [limited / unlimited] >Unlimited > >Add current sector sorting [yes / no] >Random Current Sector Sorting > >Carnaugh - I've been told to Shut up! > >_________________________________________________________________ >MSN 8 helps eliminate e-mail viruses. Get 2 months FREE*. >http://join.msn.com/?page=features/virus > > > >------------------------------------------------------- >This SF.NET email is sponsored by: >SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! >http://www.vasoftware.com >_______________________________________________ >Openme-developers mailing list >Ope...@li... >https://lists.sourceforge.net/lists/listinfo/openme-developers _____________________________________________________________ Get your free Shattered Mail email address, courtesy of PlanetSG.net! ---> http://www.PlanetSG.net _____________________________________________________________ Select your own custom email address for FREE! Get yo...@yo... w/No Ads, 6MB, POP & more! http://www.everyone.net/selectmail?campaign=tag |