FreeOrion

Forums for the FreeOrion project
It is currently Tue May 21, 2013 8:58 am

All times are UTC




Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 156 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8 ... 11  Next
Author Message
 Post subject:
PostPosted: Tue Jul 29, 2003 12:38 am 
Offline
FreeOrion Lead Emeritus
User avatar

Joined: Thu Jun 26, 2003 6:23 am
Posts: 883
Location: Australia
NightFish, also add that off-starlane travelling should be changeable - either by a single #define or const in the code, or by editing a text file.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 29, 2003 1:37 am 
Offline
Vacuum Dragon
User avatar

Joined: Fri Jun 27, 2003 12:37 am
Posts: 2159
Location: Auckland, New Zealand
utilae wrote:
If starlanes are pretravelled paths:
-you could travel at max speed without fear of hitting asteroids.
If offroad is areas that are unkown or not travelled much:
-you have to travel slower
-but you could travel at max speed, the cost being sinificant ship damage or loss of ships. Would that be a cool option.

So do people like this idea. It would be cool.

elfstone wrote:
Its too much of a "but". There's starlanes, BUT you can travel offroad. You have a lower speed offroad, BUT you can fly at higher speeds. You might destroy your ships, BUT you can simply send more ships.

Starlanes increase the strategic possibilities, slow-offroading cuts them down a lot, but fast-offroading would pretty much destroy them in my oppinion.

I'm not sure of your view on the idea. It would be cool though, fast offroading would be risky, would you do it and loose all of your ships. It would be like going through bad terrain. If you don't go slow then bang you loose half your ships. If you try to send 1 colony ship via fast offroad, you would loose it.

Tyreth wrote:
NightFish, also add that off-starlane travelling should be changeable - either by a single #define or const in the code, or by editing a text file.

Does that mean you like the idea? What are your thoughts?


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 29, 2003 2:06 am 
Offline
Space Kraken
User avatar

Joined: Sun Jul 06, 2003 3:48 am
Posts: 131
Thumper had a mini reversal.

Starlanes could be considered as "mapped" areas of space. And have a high degree of safety assured when traveling on them. But there is always a small cahnce of... :twisted:

Going offroad should be a Scout function designed for mapping and exploration.

The scout would need extra sensitive sensors and ... ... travel relatively slow as compared to starlane travel. advances in sensor tech would improve scout offroad speed.

Sending a war fleet offroad would be possible if it has a scout component.

Sending a colony ship offroad without a scout should be near suicidal.

-Thoughts anyone?


Thumper


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 29, 2003 3:25 am 
Offline
Creative Contributor
User avatar

Joined: Sun Jun 29, 2003 12:40 am
Posts: 1060
Location: Tucson, Arizona USA
You know guys their aint much stuff out their to Hit, thats why they call it SPACE!!

Lets atleast put a little spin on this and say the StarLanes are maped areas of "gravametric Distortions" that can distort and rob energy from a ships warp field, once mapped though they can be used excellerate a ship by a sling shot like manuver used around a planet.

For the Destructive types we can say that if a ships moving at high warp speed suddenly impacts an un mapped Gravametric Distortion the effects can be well "Distorting" on the ship. :twisted: Thus for safety the ship must move slowe enough for a collison with a gravimetric Distorion to be non-leathal.

And yes this is another one of my "Nameing" issues. :wink:

_________________
Fear is the Mind Killer - Frank Herbert -Dune


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 29, 2003 7:09 am 
Offline
FreeOrion Designer / Space Monster
User avatar

Joined: Thu Jun 26, 2003 7:07 am
Posts: 313
If we allow players to fly faster offroad we add the changing ratio of starlane speed to offroad speed we have been trying to avoid for the sake of our AI ever since we first talked about starlanes. On top of that the AI needs to weigh if going offroad is worth the losses it will suffer.

Also it'll be one more thing you'll need to micromanage. I really don't want to set the speed everytime I send a ship offroad.


One more thing we haven't talked about: How are starlanes generated? Are they purely random, meaning that a system with only one starlane might occur everywhere in the galaxy? Or are they not really all that random and those one-lane systems only occure at the edge of the universe if there's nothing else to connect to?


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 29, 2003 7:56 am 
Offline
Space Kraken
User avatar

Joined: Sun Jul 06, 2003 3:48 am
Posts: 131
Nightfish wrote:
If we allow players to fly faster offroad we add the changing ratio of starlane speed to offroad speed we have been trying to avoid for the sake of our AI ever since we first talked about starlanes. On top of that the AI needs to weigh if going offroad is worth the losses it will suffer.

Also it'll be one more thing you'll need to micromanage. I really don't want to set the speed everytime I send a ship offroad.


Why not link OR speed to sensor tech?


Thumper


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 29, 2003 2:01 pm 
Offline
Space Squid
User avatar

Joined: Thu Jun 26, 2003 1:13 pm
Posts: 82
Location: Ottawa
Good idea, but we wanted to keep the ratio of off-road to starlane constant for the sake of the AI. It's just one more thing that could confuse it.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 29, 2003 2:13 pm 
Offline
Space Kraken

Joined: Thu Jun 26, 2003 2:17 pm
Posts: 167
Location: Pittsburgh, PA
tyreth wrote:
NightFish, also add that off-starlane travelling should be changeable - either by a single #define or const in the code, or by editing a text file.


It will certainly be in the XML config file. Making it a #define or const would require a recompile...unless you want to hex-edit the executable :)

_________________
FreeOrion Programmer


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 29, 2003 4:35 pm 
Offline
Creative Contributor
User avatar

Joined: Sun Jun 29, 2003 12:40 am
Posts: 1060
Location: Tucson, Arizona USA
It would seem to me that the ratio between on and off road speed would be something that needs carfull balancing. The current idea of 1-4 sounds good but we cant be shure of it untill we are near done, maybe 1-5 or 1-3 is more fun.

I dont realy see why it will confuse the AI if the on/off ratio is adjustable. If the AI is making its choices based on a fastest route determination then the on/off ratio will just determine if path A is faster then path B. In either instance the AI is going to be have information that is acurate and unique to the game map it is on. How do the paramiters of the route finding subroutine confuse the overall AI?

_________________
Fear is the Mind Killer - Frank Herbert -Dune


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 29, 2003 4:46 pm 
Offline
Space Kraken

Joined: Thu Jun 26, 2003 2:17 pm
Posts: 167
Location: Pittsburgh, PA
Impaler wrote:
It would seem to me that the ratio between on and off road speed would be something that needs carfull balancing. The current idea of 1-4 sounds good but we cant be shure of it untill we are near done, maybe 1-5 or 1-3 is more fun.

I dont realy see why it will confuse the AI if the on/off ratio is adjustable. If the AI is making its choices based on a fastest route determination then the on/off ratio will just determine if path A is faster then path B. In either instance the AI is going to be have information that is acurate and unique to the game map it is on. How do the paramiters of the route finding subroutine confuse the overall AI?


Impaler has a point here. I can only assume that the AI is going to attempt to not only find the shortest path between 2 systems by traversing the starlane graph, but also calculating the time it would take to go there directly. The hard part is the graph traversal....calculating the straight line time is trivial in comparison, so I'm not sure how the AI could get confused....

The AI should be able to say "OK, I can go from System A to System B by off-roading, which will get me there in 5 turns, or I can go through starlanes through Systems X, Y and Z in 3 turns. The problem is that System Y is controlled by my enemy, so I will elect to go off-road and avoid the threat."

_________________
FreeOrion Programmer


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 29, 2003 5:12 pm 
Offline
FreeOrion Designer / Space Monster
User avatar

Joined: Thu Jun 26, 2003 7:07 am
Posts: 313
Well, I can only reiterate what the programmer guys told us on the old board. And that was that a constant ratio was better for the AI. Also I think a constant ratio is best for gameplay. If we're going to have starlanes in our game we might as well ensure that they are meaningful throughout the game.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 29, 2003 5:18 pm 
Offline
Space Kraken

Joined: Thu Jun 26, 2003 2:17 pm
Posts: 167
Location: Pittsburgh, PA
Nightfish wrote:
Well, I can only reiterate what the programmer guys told us on the old board. And that was that a constant ratio was better for the AI. Also I think a constant ratio is best for gameplay. If we're going to have starlanes in our game we might as well ensure that they are meaningful throughout the game.


Well, as one of the programming guys, I don't think the AI will be making its decisions based on ratios, but on actual computed data.

Whether its good for gameplay or not is another matter....which I guess is part of the debate here. I just wanted to throw out the fact that a constant ratio isn't a big deal when it comes to the AI.

_________________
FreeOrion Programmer


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 29, 2003 5:25 pm 
Offline
Space Squid
User avatar

Joined: Thu Jun 26, 2003 1:13 pm
Posts: 82
Location: Ottawa
It's not so much an adjustable one with a #define.

The problem happens when we get engine tech that improves the speed of off-road mid-game. That's what we're discussing here.. :)

From what I remember, the AI group was going to set their heuristics based on an unchangeable (mid-game) ratio.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 29, 2003 5:56 pm 
Offline
Space Kraken
User avatar

Joined: Sun Jul 06, 2003 3:48 am
Posts: 131
mr_ed wrote:
It's not so much an adjustable one with a #define.

The problem happens when we get engine tech that improves the speed of off-road mid-game. That's what we're discussing here.. :)

From what I remember, the AI group was going to set their heuristics based on an unchangeable (mid-game) ratio.


This is why I sugtgest using sensor tech and not engine tech for determining OR speed. If you're using sensors as a limiting speed factor and only sensors it is a very easy computation. You just don't travel faster than you can see/sense and avoid obsticles, whatever they may be. Once the route is surveyed then the engines are your speed determining factor.


Thumper


Top
 Profile  
 
 Post subject:
PostPosted: Thu Jul 31, 2003 12:00 am 
Offline
Vacuum Dragon
User avatar

Joined: Fri Jun 27, 2003 12:37 am
Posts: 2159
Location: Auckland, New Zealand
If you could choose to go fast offroad, I imagine that you would just choose between fast and slow when going offroad. Also damage, etc, if going fast, would be automatically done.


Top
 Profile  
 
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 156 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8 ... 11  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group