Combat-time and game-time
Moderator: Oberlus
But is it worth making another API so everybody can create an own client as on irc-network?
I don't know how this would work, but i hate the idea of my freeorion closing for every scout vs scout battle i have, and an freeorionbattle application starting up, showing me a 1-turn combat, closing again and going back to freeorion, just to give me the next 1vs1 battle, closing again and so on and on...
I don't know how this would work, but i hate the idea of my freeorion closing for every scout vs scout battle i have, and an freeorionbattle application starting up, showing me a 1-turn combat, closing again and going back to freeorion, just to give me the next 1vs1 battle, closing again and so on and on...
I think that that is what I implied.mr_ed wrote:I don't think that our model would be able to handle this. Best bet for that scout is to get his info and get out of there à la retreat.Thumper wrote:Another idea is a Stealth Scout lurking in a system where two empires are at war. The scout would gain info on the various weapons, ECM, ECCM, shields, etc., that the two warring empires are using. This info would need to be brought back to the player's empire and would be used to speed up research in the tech fields that the player has not already researched.
The cloaked scout would not be involved in the battle. Why would it delay anything? < On the other hand if it is detected it may come under fire too. >No it doesn't make sense to the other players. "Why hasn't the battle ended? Must be a cloaked scout..."
Thumper
A seperate battle cliejt might be a good idea , provided that We can make the transition between the two look pretty seemless so that elfstone (and I, for that matter) dont get annoyed. We might want to code it into a library or DLL that's linked into the client, but still very modular.
If we did this, there'd be no reason why we can't make it support more than 2 sides to a battle, so the peeping tom scout scenario can still work.
If we did this, there'd be no reason why we can't make it support more than 2 sides to a battle, so the peeping tom scout scenario can still work.
Empire Team Lead
okarena: actualy all those things are quite possible using the 'huge unpractical and unplayeble' exe file, and HAS been done on many occasions, if you find ANY game more modded then half life, i'd actualy be abit suprised(i'm talking large mods, not just the small stuff), since it's actualy several games in one, half-life, Counter Strike, Natural Selection, just to mention the biggest ones.
what you do to make such things possible is a combination of things.
#1 nice scripting possibilites.
#2 object oriented c++ code with good documentation.(for easy modification on the exe file)
#3 and good documentation on how everything is linked together, what file types the 3d models are in, how the data and config files are setup, etc.
with such things modding is VERY simple, why create several proggies to do what one can do? the only things i can see is to make 'new clients' easier....but actualy it's not, since the 'client' is still just a piece of code, wich inter links with everything else, there is NO reason whatsoever to make it a standalone exe(atleast not that i can see), aight?
save files? that's what they are there for, neh? same system wether you have a standalone proggie or not, only real difference is that you have to create a API if you intend to use a standalone proggie, wich is extra work.
//discord
what you do to make such things possible is a combination of things.
#1 nice scripting possibilites.
#2 object oriented c++ code with good documentation.(for easy modification on the exe file)
#3 and good documentation on how everything is linked together, what file types the 3d models are in, how the data and config files are setup, etc.
with such things modding is VERY simple, why create several proggies to do what one can do? the only things i can see is to make 'new clients' easier....but actualy it's not, since the 'client' is still just a piece of code, wich inter links with everything else, there is NO reason whatsoever to make it a standalone exe(atleast not that i can see), aight?
save files? that's what they are there for, neh? same system wether you have a standalone proggie or not, only real difference is that you have to create a API if you intend to use a standalone proggie, wich is extra work.
//discord
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- Creative Contributor
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How about this.
When the normal Galactic game turn is over the server calculates all the combats that will need to take place across the entire galaxy (AvsB, AvsB again, CvsD, DvsB DvsB again). It then automaticaly pairs up players who have battles together. For example A and B start a battle as C and D also start a seperate battle. As battles are resolved the players involved return to a waiting state. Once their are two players with additional scedualed battles both in wait mode the server prompts them to start their battles. Players go into and out of battles and wait for their oponents between battles. Once a Player finishes all their battles they can get a jump start on their next Game turn but they will see Question marks on systems that still contain unresolved battles. This Phase lasts as long as their are battles being conducted, once the last battle is finished the Normal game turn begins. Time could be limited in this phase too and if it is the clock starts to tick when the last combat is resolved. Once the game turn is done either by time running out or all players selecting TURN COMPLETE then the next round of combats begin.
When the normal Galactic game turn is over the server calculates all the combats that will need to take place across the entire galaxy (AvsB, AvsB again, CvsD, DvsB DvsB again). It then automaticaly pairs up players who have battles together. For example A and B start a battle as C and D also start a seperate battle. As battles are resolved the players involved return to a waiting state. Once their are two players with additional scedualed battles both in wait mode the server prompts them to start their battles. Players go into and out of battles and wait for their oponents between battles. Once a Player finishes all their battles they can get a jump start on their next Game turn but they will see Question marks on systems that still contain unresolved battles. This Phase lasts as long as their are battles being conducted, once the last battle is finished the Normal game turn begins. Time could be limited in this phase too and if it is the clock starts to tick when the last combat is resolved. Once the game turn is done either by time running out or all players selecting TURN COMPLETE then the next round of combats begin.
Fear is the Mind Killer - Frank Herbert -Dune
Oh, I've been trying to design it with multiple sides in mind.
@Thumper:
I understood from your post that the battle would end as soon as the two warring sides were finished, and the battle would end it would be the winner and the scout still intact.
If we implement stealth (which we probably should), then there is no reason why we couldn't have cloaked scouts doing exactly that.
@Thumper:
I understood from your post that the battle would end as soon as the two warring sides were finished, and the battle would end it would be the winner and the scout still intact.
If we implement stealth (which we probably should), then there is no reason why we couldn't have cloaked scouts doing exactly that.