Search found 1921 matches

by Oberlus
Fri Feb 21, 2020 10:38 am
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 178

Re: Reviewing attackers/targets processing in CombatSystem.cpp

Also allowing/disallowing immediate values are important for the combat system - if you allow for immediate values, the order of shooting suddenly matters. Currently the system is based on randomized shooters. So if you start sorting shots/having a non-random order, the combat system changes. I'm t...
by Oberlus
Fri Feb 21, 2020 10:30 am
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 178

Re: Reviewing attackers/targets processing in CombatSystem.cpp

using conditions doesn't make much sense, and it would probably make more sense to index by things like part type and class... I'm convinced of this now.Thank you for the guiding. Not sure what a "condition element" is. Not relevant now, but I mean each atomic part of a written representation of th...
by Oberlus
Fri Feb 21, 2020 10:00 am
Forum: General Discussion
Topic: Thoughtful development, Turns 2..8
Replies: 69
Views: 1093

Re: Thoughtful development, Turns 2..8

Until then, I wouldn't feed the troll. Its slow metabolism would make it fat.
by Oberlus
Fri Feb 21, 2020 9:58 am
Forum: Other Game Design
Topic: More detailed combat log
Replies: 1
Views: 7

Re: More detailed combat log

Could you be more specific?

Combat log shows damage taken per ship at a per shot basis, and also shows total damage raken and ships lost per faction.
by Oberlus
Thu Feb 20, 2020 5:27 pm
Forum: General Discussion
Topic: Eighth game on the multiplayer slow game server (0.4.9 KISS targets hard)
Replies: 58
Views: 538

Re: Eighth game on the multiplayer slow game server (0.4.9 KISS targets hard)

Man's unfailing capacity to believe what he prefers to be true rather than what the evidence shows to be likely and possible has always astounded me. We long for a caring Universe which will save us from our childish mistakes, and in the face of mountains of evidence to the contrary we will pin all...
by Oberlus
Thu Feb 20, 2020 2:49 pm
Forum: General Discussion
Topic: What is "combat bonus"?
Replies: 3
Views: 54

Re: What is "combat bonus"?

jinlanid wrote:
Thu Feb 20, 2020 2:42 pm
no combat bonus? Only stealth bonus?
No damage bonus, only stealth bonus (also a combat bonus).
by Oberlus
Thu Feb 20, 2020 1:16 pm
Forum: General Discussion
Topic: Eighth game on the multiplayer slow game server (0.4.9 KISS targets hard)
Replies: 58
Views: 538

Re: Eighth game on the multiplayer slow game server (0.4.9 KISS targets hard)

Official Wire to The Great Matriarchy Council The Republic asserts that several weeks ago, the natives of Arkab Y I had contacted us for assistance in overthrowing their tyrannical ruler known as the Dark Enclave, and thus had entered our sphere of influence. Any Attempt to interfere in our interna...
by Oberlus
Thu Feb 20, 2020 10:52 am
Forum: General Discussion
Topic: Eighth game on the multiplayer slow game server (0.4.9 KISS targets hard)
Replies: 58
Views: 538

Re: Eighth game on the multiplayer slow game server (0.4.9 KISS targets hard)

(Turn 13)

The Great Matriarchy Council broadcasts:

Gamma Republic, we are glad for you crashing one of your ships against the native defenses, and leaving the other one badly damaged. That will make easier to us bringing proper civilisation to these inferior beings.
But remember: fuck off.
by Oberlus
Thu Feb 20, 2020 10:10 am
Forum: General Discussion
Topic: Thoughtful development, Turns 2..8
Replies: 69
Views: 1093

Re: Thoughtful development, Turns 2..8

Uriuk wrote:
Thu Feb 20, 2020 9:23 am
1) One frigate is enough to conquer this planet (even without researching better Mass Drivers), If fleet commander is smart
Please, take pictures of it. I want to see the smart commander dodging the planetary defenses shots.
by Oberlus
Thu Feb 20, 2020 10:06 am
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 178

Re: Reviewing attackers/targets processing in CombatSystem.cpp

You definitiely do not want to use a visibility map by value as a key in a map. Every entry would then have a copy of the whole visibility map. But I'm not really sure why you want to use a vis map as a key at all... it's a property of the combat state, and won't change during a combat round, so wo...
by Oberlus
Thu Feb 20, 2020 8:49 am
Forum: General Discussion
Topic: Eighth game on the multiplayer slow game server (0.4.9 KISS targets hard)
Replies: 58
Views: 538

Re: Eighth game on the multiplayer slow game server (0.4.9 KISS targets hard)

The Great Matriarchy Council broadcasts:

Gamma Republic, this is a warning: stay away from our borders or we will shoot down your puny ships. That native world is under our protection now, so fuck off.
by Oberlus
Thu Feb 20, 2020 1:16 am
Forum: Other Game Design
Topic: More attributes for weapons
Replies: 8
Views: 138

Re: More attributes for weapons

I am also ok with the ignore shield (should be trivial (?)). To implement the ignore shield FOCS parameter/attribute/whatever (something you can set in FOCS for weapons), we would part declarations in FOCS of "class = ShortRange" or "class = FighterHangar" to accept an "ignoreshield = 1/0" paramete...
by Oberlus
Wed Feb 19, 2020 6:38 pm
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 178

Re: Reviewing attackers/targets processing in CombatSystem.cpp

I guess the cache would be good in a std::map using a std::tuple for the key. // Declare a type for the key (very unsure about the '*', does the visibility map need also to be a pointer, or should the Conditions be passed by value or with &?) typedef std::tuple<int, Universe::EmpireObjectVisibilityM...
by Oberlus
Wed Feb 19, 2020 3:42 pm
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 178

Re: Reviewing attackers/targets processing in CombatSystem.cpp

Automatic analysis of conditions is possible but not realistic. What do you mean? Obviously, you don't refer to evaluating them (calculating "targets" corresponding to those conditions). I would have CullTheDead simply remove the target from the cache if it is dead. If other conditions have changed...
by Oberlus
Wed Feb 19, 2020 2:24 pm
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 178

Re: Reviewing attackers/targets processing in CombatSystem.cpp

Ophiuchus wrote:
Wed Feb 19, 2020 2:12 pm
the possible targets change every bout
Yes, I know. That's true also for simpler conditions (like "ships"), because targets die between bouts.
The cache is redone every bout.