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C# Aurora / Re: Update on Progress
« Last post by Steve Walmsley on Today at 03:50:58 AM »
Delighted to see the amazing progress that you're making - CANNOT WAIT.

Didn't know you're a motorhead! I live in Douglas :-) Nice weather for the TT this year, unlike last.

Keep up the good work! Did I mention "CANNOT WAIT FOR THIS!!"

Thanks a million.

I lived in Derby Square until February this year, then moved out near Mount Murray. Still working in Onchan though at PokerStars. Weather has been amazing this year since end of April (apart from today!), which has not helped progress on Aurora :)
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C# Aurora / Re: Update on Progress
« Last post by Steve Walmsley on Today at 03:48:48 AM »
Another small milestone last weekend. I have been creating games to test the AI code and monitoring each NPR as it plays through the first few days, including saving, closing and restarting the same game. In effect, these are 'test games', even though only the NPR is playing.

I will be running longer and longer NPR test games as I expand the AI code to cover more areas. So far, the AI will deploy combat fleets / patrol squadrons to key systems and populations, deploy jump point defence forces based on system value and recent hostile activity (the NPR remembers where and when your ships have been detected in the past), send scouts or patrol squadrons to investigate points of interest, decide where to stablise jump points and deploy construction ships, deploy terraformers based on which planets are easiest to terraform, deploy grav and geo survey ships based on system value and set up contracts to send appropriate installations to different colonies.

Each NPR operational group (fleet) is assigned a function, such as combat, patrol, survey, salvage, terraform, etc., Each ship estimates its own mission capability status, based on the mission of its parent fleet, taking into account damage to weapons, fire controls, engines, key components for the mission (salvage module, survey sensor, etc.), fuel remaining, ammunition, etc. Each fleet then determines its status based on a combination of the statuses of its constituent ships. This in turn influences the empire and system AIs when they decide on which fleets to deploy. As part of the 'mission status', there are sub-statuses for fuel, damage, ammunition, etc. at the fleet level. NPR fleets that are low on fuel will move to colonies with refuelling capability, taking into account the fuel required, the population stockpile and other fleets en route.

Once the NPR 'test games' seem to be working well, I will start a player race and begin campaign reports.

This mean NPR's will be using fuel in C# Aurora then?

Yes, they are using fuel and also retooling shipyards,
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C# Aurora / Re: Real World 21st Century Ground Unit Templates
« Last post by Panopticon on Today at 01:28:42 AM »
Come to think of it, all the various unit design systems could be fun standalone apps.
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C# Aurora / Re: Update on Progress
« Last post by QuakeIV on Today at 12:36:21 AM »
I had been pretty sure they had no mechanism for managing their fuel.  Either way this sounds like a pretty massive leap in that regard.
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Off Topic / Re: How did you learn to program?
« Last post by Erik Luken on Today at 12:13:45 AM »
Back in the mid-80s my dad bought a Radio Shack Color Computer. You had to type all the programs in (or load them from a ROM cartridge or tape). That led to computers and electronics in general, and a job at Gateway 2000. Which led to a programming job internally. And on, and on. :)
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Off Topic / Re: How did you learn to program?
« Last post by Panopticon on Yesterday at 11:13:13 PM »
I have always been pretty good with details and pattern recognition, but spent most of my life bopping around between dead end retail jobs and being unemployed, now at age 35 I got overcome with a powerful urge to not stand on my feet to work anymore and am taking programming classes at a local tech school and should graduate in a couple of months. We'll see if that translates into actually getting a job in the field but I am hopeful.
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Bureau of Ship Design / Re: Beam Cruisers
« Last post by Felius on Yesterday at 10:51:59 PM »
with the faster chassis, the turrets provide less value for the mesons.  off the top of my head beam fighters seem the only target running between 12 and 32 kkps, at your tech level.  and i would think your ECM is going to make life pretty hard on those guys, if you ever even see them.
It can also theoretically handle missiles, but your point is acknowledged. I might drop the mesons and see if I can find the tonnage to add Gauss for pure PD back.
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Off Topic / Re: How did you learn to program?
« Last post by sublight on Yesterday at 10:15:53 PM »
I always liked designing puzzles/simulations to solve, and my Dad moonlighted as a programer. The combination of wanting to be like my Dad and wanting to design bigger simulations than was possible with pen/paper gave me a strong interest in programing long before I was capable. Dad gave me a book on Basic when I was maybe 6 but I didn't have the background to understand any of it.

In practice I didn't actually learn to program until I got a TI-83+ graphing calculator for Algebra-1 and started messing around with the built in editor at home and in math class. An adhoc blend of trial, error, and instruction manuals led to my first Ti-Basic program, my first function, my first for loop, and then my first memory leak when I tried mixing my original crude goto statements with newly discovered for/while loops.

TI-Basic lead to formal classes on C/C++, Java, and software design theory in College which led to internships in IT departments for sink-or-swim introductions to real world scale programing which led to my current job as an embedded systems software engineer.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by ardem on Yesterday at 09:46:35 PM »
The idea of a killed crew but the ship not blowing up is a cool idea for cockpit modules. It means the possibility of intact ships for salvage and technical specs available. You could still make it a salvage operation but when you pick up you get the whole craft.



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C# Aurora / Re: Update on Progress
« Last post by SpikeTheHobbitMage on Yesterday at 09:03:06 PM »
I thought NPRs already did, they just go into limp home mode when they run out rather than becoming immobile.
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