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Topic Summary

Posted by: joansam
« on: November 05, 2019, 08:11:25 PM »

Quote from: Kyle link=topic=10149. msg116781#msg116781 date=1572975686
A ton of hours went into this update; some of these features are deceptively beefy.   The reload button on the Fighter Squadrons window is pretty neat, for example.   You can have theoretically have every fighter in your empire in one squadron then click reload to reload them all from their respective motherships and colliers wherever possible.   I believe it may be a bit different and possibly more flexible than VB6's behavior.   The Para MS / Para CO buttons are deceptively powerful (and required lots of code) as well.  These buttons will do their best to match the selected parasite's loadout across all other siblings, shuffling ammo around as needed to get as close a match as possible.   If the loadout you're trying to match has magazine space to spare it will even use the spare space across other parasites if there is nowhere else to store non-matching ordnance.   Ship-to-ship reload fleet orders have been updated to use the new code as well.

Yeah, this sounds very involved.  Looking good! I hadn't used some of that functionality before but the inner workings are quite cool.
Posted by: xenoscepter
« on: November 05, 2019, 04:11:50 PM »

Nice going, hombre!  ;D
Posted by: Kyle
« on: November 05, 2019, 11:41:26 AM »

Progress Update 2019-11-05:

Ordnance and fighter management were two of the major items still missing from the UI and now they are mostly, if not completely, done!  Specifically:

Fleet Orders bottom row:
- Launch Parasites
- Recover Parasites
- Reload Parasites. 
Fleet Orders > Naval Organization:
- Land Ship
- Land Branch
- Add Parasites
- Add TG Para  (this finishes the naval org tab)
Fighter Squadrons:
- Ordnance column
- Senior commander in squadron
- Reload fighters in squadron  (this finishes the fighter squadrons window)
Ships > Ordnance tab:
- Fast reload from population, colliers, and mothership.
- Fast reload 'Standard' button (Free reload, SM-Only).
- Para MS, Para CO, All Para MS, and All Para CO buttons.  (this finishes the ordnance tab)
Class Design > Ordnance/Fighters tab: 
- Range and Armament columns in Fighter Types list
- Current Preferred Strikegroup
- Delete from strikegroup,
- Double click fighter types list to add to preferred strikegroup
- Sensors column and Second Stage column in the missile Types list  (this finishes the ordnance/fighters tab)
View Technology > Missiles:   
- Second Stage column   (this finishes the missiles tab)

Support has been added for:
- Strikegroups (new fighters start landed on motherships in their assigned strike groups when possible)
- Missile Series (reloading from colony via orders, buttons, or new construction will make use of missile series)

Along the way, I added behaviors to existing features that my older testing scenarios missed:
- any time a ship carrying parasites is detached or transferred to another fleet, the parasites come with it
- ordnance not matching the class loadout is unloaded when reloads occur
- allow recovering and landing parasites from other fleets, automatically transferring them to their mothership's fleet, as long as they are in the same location

Bug dodged:
- don't allow over-filling magazines by substituting larger sized missiles in a series for the missile in the class loadout. No tiny fighters with a hundred size-50 missiles allowed!

A ton of hours went into this update; some of these features are deceptively beefy.  The reload button on the Fighter Squadrons window is pretty neat, for example.  You can have theoretically have every fighter in your empire in one squadron then click reload to reload them all from their respective motherships and colliers wherever possible.  I believe it may be a bit different and possibly more flexible than VB6's behavior.  The Para MS / Para CO buttons are deceptively powerful (and required lots of code) as well. These buttons will do their best to match the selected parasite's loadout across all other siblings, shuffling ammo around as needed to get as close a match as possible.  If the loadout you're trying to match has magazine space to spare it will even use the spare space across other parasites if there is nowhere else to store non-matching ordnance.  Ship-to-ship reload fleet orders have been updated to use the new code as well.

So before this update there were hardly any UI bits left unfinished, and this update finished another couple dozen of them.  I'm really excited to be slowly but surely getting past the mundane features and into the exciting things like conquest of alien populations!  That, and dozens of other big things are still ahead.  Onward!
Posted by: Kyle
« on: November 05, 2019, 10:40:10 AM »

Hi !

I played Aurora last time in 2012 i think. . .

Is Quasar "playable" even if in a limited way ? I run it via itchio on Linux without issue, but then i'm lost, i forget how to play, and as it is all WIP, not sure what can be done.

As a lazy returning player, can you point me to recent Let's Play or similar so i can watch/read and maybe learn (on Quasar, not Aurora) ?

Hey, thanks for checking it out!  I would say wait awhile, it's mostly just available in case someone has something specific they want to try, or help out with bug hunting.
Posted by: Steve Walmsley
« on: November 05, 2019, 05:11:04 AM »

See the problem with AI is that a lot of testing have to be done before you can tell if it's working or not as until a specific event happens you'll never know if everything has been coded or not and if the AI is actually capable of executing the code.

Yes, I've seen some very 'interesting' AI behaviour when you hit an unforeseen set of circumstances :)

It's impossible to predict every situation, so extensive testing is required. The vast majority of C# testing is AI-related and involves a lot of stepping through code line-by-line in every new situation. I am still adding and modifying AI code as those new situations arise.

Posted by: Tchey
« on: November 05, 2019, 04:47:59 AM »

Hi !

I played Aurora last time in 2012 i think. . .

Is Quasar "playable" even if in a limited way ? I run it via itchio on Linux without issue, but then i'm lost, i forget how to play, and as it is all WIP, not sure what can be done.

As a lazy returning player, can you point me to recent Let's Play or similar so i can watch/read and maybe learn (on Quasar, not Aurora) ?

Posted by: Kyle
« on: November 04, 2019, 01:04:25 PM »

How much work do you think is left to make the game fully playable?
I have no idea.  If I did, I'd probably feel overwhelmed and quit :)

The best I can say is, a lot.
Posted by: froggiest1982
« on: November 03, 2019, 04:34:50 PM »

How much work do you think is left to make the game fully playable?

I think Kyle is doing an excellent job and honestly, I look so much forward to him than Steve as I don't really want to get into the troops' micromanagement. However, there are features that I would love to get in Kyle version from the new C# especially the new Officials rankings, the way that Planets work for colonization and max amount of pop and Low gravity infrastructure to get priority to avoid exploitations of previous flaws. Same as it was done with the underground infrastructure to Aurora, so to speak. Another important feature is the autoroute. To do not copy IMHO are the new maintenance rules, refuel, ordnance, terraforming (at least not immediately) and all that concerns systems or weapons.

I know the goal is to make a clone however I think that whatever was planned on 7.2 change list would be a nice addon and should be in the game, so please Kyle think about it.

Back to your question except for some logic, I believe that they both at the same point: the AI which is a lot (I mean really a lot) of work. Kyle will face some challenges there and he might need some insights from Steve as well but I believe he already pointed that out in a previous post that he is curious to see what Kyle would do. Also I think Steve already told him that he wouldn't help.
Finally after that diplomacy will have to be written which could take X time depending on how deep you want to go.

See the problem with AI is that a lot of testing have to be done before you can tell if it's working or not as until a specific event happens you'll never know if everything has been coded or not and if the AI is actually capable of executing the code.
Posted by: Demonides
« on: November 01, 2019, 02:11:23 PM »

How much work do you think is left to make the game fully playable?
Posted by: Kyle
« on: October 31, 2019, 03:08:55 PM »

Progress Update 2019-10-31:

New species and genetic modification is done! 

This gave me some useful test data to flesh out the handling of pops that find themselves on completely Unsuitable Planets.  Instant extinction is now implemented!

The latest build is pushed. (To Itch.)  It's come to my attention that the Itch app may not always automatically update clients when I push a new build, so make sure to right click and check for updates if it doesn't happen automatically.

This update includes some boring but important improvements that were on my list for quite awhile.  ID generation no longer re-uses IDs of previous objects that have been deleted, avoiding inevitable issues in long games where dangling ID references would start pointing to new, nonsensical things in the DB.  This limits the total number of objects of a given type (missiles, or messages in the game log, for example) generated over the lifetime of a save file to 9223372036854775807, but fortunately sqlite does go back and re-use old IDs if that limit is reached.  Hooray!

I finally optimized the 'No Parent-Child Overlaps' code for the System Map, so that rendering is now just as fast with it on as with it off.

Crew Quarters components auto-added to a ship design now come closer to the components that A4X would add.

Armor Calculation is now a lot more accurate thanks to the exhaustive research done in the past by the #aurora-science folks.  I was able to pinpoint a few rounding quirks for them so it may even be exact now. 

And as always lots of miscellaneous fixes were done as well, including fixing a really bad bug with fleet order processing that I introduced one or two updates ago. 

That's all for now.  I'm excited to be getting back into adding new stuff (well, new to Q4X) for the next update!
Posted by: TMaekler
« on: October 30, 2019, 04:28:18 PM »

What though might be nice for repeating orders would be a system that uses the save functionality of Aurora to be applied dynamically. Example:

Move to PLANET A
Load all minerals
Move to PLANET B
Unload all minerals
Refuel from PLANET B

When reapplying this order pattern to a different fleet having the option to exchange Planet A and B with C and D would be great. Wouldn’t get rid of different situations where you jump to other systems or have LaGrande Points in between, but nevertheless a help.
Posted by: Kyle
« on: October 29, 2019, 11:39:48 AM »

Just a heads up, my next update is going to require me to replace the current DB with a new one, so if anyone has any campaigns currently going on, they'll no longer work.  A backup will be made that you can send to me if you want it imported into the new DB.  The reason is I need to change how ID numbers are generated which requires recreating every table with different settings for the ID fields.  Currently Q4X reuses old IDs which can lead to problems in a long game, so I am changing it to only use IDs that have never been generated before (which is what A4X does).  I've spent a long time looking at alternatives and this is the simplest and safest way.  This will give me a chance to get rid of a lot of code that makes updates to databases from older versions of Q4X as well. 
Posted by: Kyle
« on: October 29, 2019, 11:12:31 AM »

I'll let Steve field that question:

The program doesn't let you remove an order from the middle of the list because it would be very easy to be left with orders that no longer make sense. For example, if you had...

1) Move to Planet V in System A
2) Transit to System B
3) Move to Planet II in System B

...and you removed order 2, that would cause some problems. Equally you could end up giving orders to drop off cargo you hadn't picked up or transit a jump point in a different system ,etc.

Orders are only removed from the bottom of the list so it will always make sense.

Steve

Sorry to disappoint but any feature request that Steve has already declined with a good reason is probably not going to happen in Q4X.
Posted by: Cyborg29
« on: October 26, 2019, 10:00:47 AM »

Would it be possible to include an option to delete a specific order, as opposed to only being able to delete the last one in the ship's order sequence?
Posted by: Father Tim
« on: October 25, 2019, 11:26:23 PM »

W4J = Within 4 Jumps

- - - -

I can't remember if Aurora throws an error if there are no valid targets within 4 jumps, or if it (silently) goes on to the next order.
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