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Posted by: SteveAlt
« on: March 28, 2009, 05:21:21 PM »

Quote from: "SteveAlt"
Quote from: "Kurt"
Steve -

I know you just released 4.0b, but after plotting out a major colonial effort for a system four jumps away from Earth, I had an idea.  I have no idea if it would be hard or easy to program, but it sure would make things easier when giving orders.  Would it be possible, when giving movement commands on the task group screen, to change things so that instead of having to give orders like this: "Move to warp point A, transit warp point A, move to warp point B, transit warp point B, move to warp point C, transit warp point C, move to planet D", I could could instead select a destination from a list of my race's populations, and then Aurora would calculate the path from System A to System C, planet D?  I know it might be problematic if there are multiple paths, and pathfinding might be problematic even if there is only one, but giving these movement orders is time consuming, and if it could be streamlined it would help reduce the overhead greatly.
It is possible, although tricky over longer distances. The civilian and NPR code has to work out the route to various destinations so that could be adapted. It currently has a 4 system max limit though. I agree it would be useful though so I'll add it to my list of important mods.
This proved easier than I expected. There is now a new System Location Display Option for All Pops on the Fleet window. When this is selected you can see all populations in the list of destinations. As you select one you get the usual list of move options such as Resupply from Colony, Move to, etc. Except in this case it fills in the intervening transits automatically. This will only work for colonies within four jumps that can be reached by the fleet in question. The code is aware of jump gates and jump engines when it works this out. If it can't work out a route or you select a colony further away than four jumps, you will get a popup stating that no route can be found. If you are 5 jumps away just plot the first transit and then use the auto-route for the rest of the trip. When I get chance I will upgrade the route finding code to handle more than 4 jumps.

I could try and restrict the list to only those pops you can reach but that would involve working out the route to every colony before the list is displayed and that would take a while.

Steve
Posted by: SteveAlt
« on: March 28, 2009, 01:57:49 PM »

Quote from: "Kurt"
Steve -

I know you just released 4.0b, but after plotting out a major colonial effort for a system four jumps away from Earth, I had an idea.  I have no idea if it would be hard or easy to program, but it sure would make things easier when giving orders.  Would it be possible, when giving movement commands on the task group screen, to change things so that instead of having to give orders like this: "Move to warp point A, transit warp point A, move to warp point B, transit warp point B, move to warp point C, transit warp point C, move to planet D", I could could instead select a destination from a list of my race's populations, and then Aurora would calculate the path from System A to System C, planet D?  I know it might be problematic if there are multiple paths, and pathfinding might be problematic even if there is only one, but giving these movement orders is time consuming, and if it could be streamlined it would help reduce the overhead greatly.
It is possible, although tricky over longer distances. The civilian and NPR code has to work out the route to various destinations so that could be adapted. It currently has a 4 system max limit though. I agree it would be useful though so I'll add it to my list of important mods.

Steve
Posted by: SteveAlt
« on: March 28, 2009, 01:54:15 PM »

Quote from: "jfelten"
Quote from: "waresky"
ive narrow to 2500Officers..and have Ages before am check every damned officers..
And coming some bugs,in Team options...:S srry for Out of topic.But hope steve take some "lite" operation to better performance on Officer "bar"_:)

Geesh.  25K Officers.  I don't know what Steve is doing in his code but perhaps adding a primary key somewhere would speed things up dramatically.
I have been database programming for 20 years so there are one or two primary keys scattered about. A few foreign ones as well.

Steve
Posted by: Kurt
« on: March 28, 2009, 01:44:49 PM »

Steve -

I know you just released 4.0b, but after plotting out a major colonial effort for a system four jumps away from Earth, I had an idea.  I have no idea if it would be hard or easy to program, but it sure would make things easier when giving orders.  Would it be possible, when giving movement commands on the task group screen, to change things so that instead of having to give orders like this: "Move to warp point A, transit warp point A, move to warp point B, transit warp point B, move to warp point C, transit warp point C, move to planet D", I could could instead select a destination from a list of my race's populations, and then Aurora would calculate the path from System A to System C, planet D?  I know it might be problematic if there are multiple paths, and pathfinding might be problematic even if there is only one, but giving these movement orders is time consuming, and if it could be streamlined it would help reduce the overhead greatly.

Thanks -

Kurt
Posted by: jfelten
« on: March 11, 2009, 01:41:38 PM »

Quote from: "waresky"
ive narrow to 2500Officers..and have Ages before am check every damned officers..
And coming some bugs,in Team options...:S srry for Out of topic.But hope steve take some "lite" operation to better performance on Officer "bar"_:)

Geesh.  25K Officers.  I don't know what Steve is doing in his code but perhaps adding a primary key somewhere would speed things up dramatically.
Posted by: waresky
« on: February 28, 2009, 01:36:50 PM »

Quote from: "Brian"
In the officer screen when picking reasearch as the Ability A, can you add the different subfields as options in the ability B field.  I often find myself looking through multiple officers for the reasearch bonus that I want.  At the start of a game it is no big deal, but after 30 years and about 3000 officers it takes a while for each one to show.

I may have already asked for this, if so sorry for the repeat.

Brian
Quote
ive narrow to 2500Officers..and have Ages before am check every damned officers..
And coming some bugs,in Team options...:S srry for Out of topic.But hope steve take some "lite" operation to better performance on Officer "bar"_:)
Posted by: Brian Neumann
« on: February 28, 2009, 07:16:54 AM »

In the officer screen when picking reasearch as the Ability A, can you add the different subfields as options in the ability B field.  I often find myself looking through multiple officers for the reasearch bonus that I want.  At the start of a game it is no big deal, but after 30 years and about 3000 officers it takes a while for each one to show.

I may have already asked for this, if so sorry for the repeat.

Brian
Posted by: welchbloke
« on: February 28, 2009, 05:36:55 AM »

Quote from: "backstab"
Scroll bars for the Officers screen would be good.
A vote from me for this as well; I believe Steve mentioned he was going add scroll bars to a bunch of windows for the next version?
Posted by: waresky
« on: February 27, 2009, 11:40:21 PM »

Show the real life news,Steve,u can chaange some in Mars geology?

Methane on atmosf.-.-
H2O
...
Posted by: Sotak246
« on: February 24, 2009, 09:36:12 PM »

In the task force commands you have as a possible command 'detach tankers'.  I would like to see a similar command but for jumpships.  I regularly put unarmored jumpships in my patrol fleets for faster, cheaper travel (assault fleets use specialized warships), but would like a quick way to detach them when they get to their destination.  I have tried using that command and since my jumpships are tankers as well, but for some reason, unless I rename the fleet it forms it will not allow any jump movement.  example:  Patrol A transits a jump point and detaches tankers/jumpships (tanker I), which stays on the jp.  Theoreticaly any ships should be able to transit the jp using that jumpship.  Unfortunatly the game seems to think that since I detached "tankers" then it can't be a jumpship as well and will not allow it to assist in transits.
Mark
Posted by: backstab
« on: February 24, 2009, 03:26:31 PM »

Scroll bars for the Officers screen would be good.
Posted by: waresky
« on: February 24, 2009, 02:47:54 PM »

OK..one of mine FH follow "conditional" and are en route to an Colony..then ive show on command orders..and am show the after:"enter orbit xxx"..hmmm..probably am found a damned automatic refuel colony solutions:)
Ty v much mate
A little trouble..in a Solar System can have more than 1 main colony..SO the conditional orders ("fuel tank full">>"unload 90%..") are TOO generic.

pls implement a conditional more specifically: "Unload at >25 ,or >100 ,or >200million pop Colony..or "Main Colony" or "Spaceport Colony" and so on.
Posted by: waresky
« on: February 24, 2009, 02:40:34 PM »

oh my..true,ty charl..
hmmm..but when the conditional r be satisfactions..how i can return "automatically" at older position around the gas giant?..hmm..i can give an recurrent order: "Enter orbit "xxx" (and repeat orders automatically?)..
so when Tank Fuel r full..subroutine on..but when tank r unloaded from 90%..ahhh..
AM must try to all
Posted by: Charlie Beeler
« on: February 24, 2009, 01:56:17 PM »

Quote from: "waresky"
the command "unload 90%..." still exist (am setup FH as "tanker")...BUT we lack a important command line: WHEN this damned FH are full..MOVE her ass AND unload 90% fuel"..

understand?:)


Use conditional "when fuel tanks are full"  to execute the unload 90% order.
Posted by: waresky
« on: February 24, 2009, 01:11:17 PM »

the command "unload 90%..." still exist (am setup FH as "tanker")...BUT we lack a important command line: WHEN this damned FH are full..MOVE her ass AND unload 90% fuel"..

understand?:)