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Modding / Re: Modding q4x
« Last post by atestuojaq3 on March 25, 2021, 03:58:16 AM »
wow thnx for sharing ,
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Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by Artyom on March 08, 2021, 01:24:10 PM »
Hi!

It seems that the version available on https://ozer0. itch. io/quasar4x is dated from Nov 15, 2020.
Is this information correct?
If yes, is there a newer version available?

Thanks!
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Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by StarshipCactus on March 01, 2021, 07:33:23 PM »
Maybe somebody could lend you their mac to compile?
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Modding / Re: Modding q4x
« Last post by Kyle on March 01, 2021, 07:51:53 AM »
There's an example mod you can look at in /mods/example/.  I recommend downloading Godot (standard version) so you can open the included godot.project file.  Godot isn't required but it's nice for syntax coloring and auto-completion.
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Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by Kyle on March 01, 2021, 07:45:52 AM »
I've just seen that there is an older version of Q4x for Mac. Any plans to keep that updated? Would love to play it on Mac...

Unfortunately a portion of the game is written in C++ so I need a Mac to compile that part.  The iMac I had died awhile ago, so I currently have no easy way to do that.  I use Oracle's VirtualBox VM to compile for Linux but obviously a Mac image is going to be copyrighted.
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Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by TMaekler on March 01, 2021, 06:46:56 AM »
I've just seen that there is an older version of Q4x for Mac. Any plans to keep that updated? Would love to play it on Mac...
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Quasar4x / Re: dynamic order templates q4x
« Last post by TMaekler on March 01, 2021, 03:53:50 AM »
As long as you understand none of the ideas are guaranteed to make it in, you're welcome to post your ideas.. just please do it in a separate thread :)

Yes. They are suggestions and it is your game - so you alone decide if my ideas have value or not. Same as with maingame Aurora  ;)

I'll jump into this thread for the ideas - title seems fitting. Hope iceless is fine with this...  ;D

Overhaul of the cargo transfer system:
The main idea is to minimise user input as well as automating as much as possible - even up to the level of exchanging cargo ships to newer versions to speed up cargo transfer - or do it with fewer but bigger ships. Though my system aims for the civilian arm of the users ships. They might not add anything to make warfare easier or with less user input.

First step is to integrate the civilian shipping with the users civilian ships. All become assets of one generalised cargo transfer system where the user specifies what planets supply goods and what planets do receive the goods. The user can add cargo missions to that transfer system and choose who should transport the items. For that he can either hire a civilian company or give the order to one of his own fleets or ships.

Step by Step guide:
a) In a new Dialog Screen the user can create "shipping orders" between "locations". Locations are either a "fleet" or a "planetary colony", as it is now implemented in Aurora; though it should be possible to add foreign colonies to allow interspecies cargo transfer. It should also be possible to include several locations into one route to build chains of cargo transfer.
Two kinds of orders should be buildable with this new shipping order system: specific amounts of goods as well as indefinite amounts of goods. Example: You want to transfer 5 Automines from Earth to Europa. You create that "shipping order" and assign a fleet to it (see point B). It though does not matter how many ships are in that fleet. If a fleet cannot fulfill the order in one run it will simply cycle through the order until the specified numbers are fulfilled. Your own fleets would basically act like their civilian counterparts.
If you would specify an indefinite amount of goods it would act the same way. Lets say you define the order as "load all installations of type X on planet Earth and move them to planet Mars" it would simply cycle through this command until there are no more installations of type X on Earth left.
Internally: It would be nice if that system could "only" include the locations and not the specific movement orders. Those should be auto-generated when the "shipping order" is executed.

b) After the order is created the user then can choose ships or fleets that should execute this order. Civilian contractors can offer to take on these routes or single missions and offer to execute the transfer for a given price. If you choose to transfer the cargo with your own ships you can give the order to an already assembled fleet or assemble a new one for this job. If those ships are not stationed at the start point of the route they will first transfer to that location before beginning the route.

c) There are several independent options to each route the user then can choose.
c.1) Send messages: If the fleet should send out messages at certain points you can link them to those points (like a planet or a loading order). Those then will be send out into the log at that point. If you want to move the message to another point you can just relink it to that point - and done.
c.2) Same with refuelling or replenishing or overhaul orders. You can specify those points separately - and add certain stations or planets where these functions can be performed - as well as the rules when they should get triggered. And then when they get triggered the fleet will then choose the closest point where to perform this. For example:

A cycling mineral transfer fleet ships minerals from "Europa" first to "Mars" and then to "Earth". It also is specified to refuel at "20% Fuel left". Lets say this happens around Jupiter. As refuel stations "Earth" and "Mars" are specified. So closest station would be Mars - which is where the autoroute then would divert the ship to before continuing its cargo transfer order. Next time this happens the ship is close to Europa, but has not loaded new minerals yet. It is just approaching Europa. Would be a loss in time and waste of fuel if it would auto return. So the game does a quick calculation if the ship would be able to reach the closest fuel depot whilst still executing the latest order - pick up minerals at Europa - and only "inserts" the refuel order after the pickup.

d) Switch / add Ships to Shipping Orders:
For indefinite cargo orders it should be possible to add new ships to an already existing shipping order. They would try to join that fleet as fast as possible and integrate into the transfer at whatever point. It would also be nice of you could order a shipyard to auto-join after construction.
A bit more complicated would be the case of exchanging older ship types with newer ones. But in general they can function identical to the add ships order by just splitting the two functions. a) You add the new ships to the "shipping order" and they get added as soon as they can. b) You specify a minimum number of ships for that fleet that should always be in there. c) You add a "this ship type leaves when cargo is empty" order. So the moment new ships are added to the fleet and you empty the cargo holds of the fleet that extra order is checked and any ship above the minimum number of ships is separated and returned to your specified place where they can be parked or dismantled.

So, I hope I have explained my idea as simple and understandable as possible. If not don't hesitate to ask questions.
Thanks for listening...  ;) Basically this system integrates both civilian shipping arms into one and separates shipping orders from the ship fleets itself (maybe it could also be made possible to give the same "cycle transfer order" to several fleets - not just a 1 to 1 direct link - as well as it separates all the "unrelated" orders from the direct orders so you don't need to reinvent the wheel again and again when you have to change anything in that order list. So yes, it would be nice and I think it should be possible to edit the transfer orders "easily" for that system only gives the "next" order to the fleet and then generates the follow order when that one order is done for.
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Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by Kyle on March 01, 2021, 01:55:46 AM »
A brief update to my post above, I'm still very much in a crossroads with my plans -- that's one of the reasons I took a break to pop back into the forum after so long.  To that end, I'm modifying my plans from "Rather than continue with the 100% automation project" to "In parallel with the 100% automation project." No particular reason, other than I'm feeling more optimistic today :)

Are you open for new ideas for automation etc.? Especially the automation part of Aurora could use a nice rework... .

As long as you understand none of the ideas are guaranteed to make it in, you're welcome to post your ideas.. just please do it in a separate thread :)

Hype! Thanks for the status report.
Are star swarms and extra galactic invaders still tucked behind the AI framework, or are you considering getting them in beforehand to get the game to it's VB6 esque state before then?

Swarm and Invaders are still way down on my list, mainly because I haven't even gotten a chance to properly engage a normal NPR or precursor yet.  None of my "real" campaigns have gotten that far.  In my most recent "real" campaign, I ran into a serious bug (now fixed) that made it necessary to start over from the beginning, and at that point I wanted to start working on automation goodies rather than play the early game all over again.  Once NPR's and precursors become old news for me, that's when I'll add swarm/invaders.

Another question: are precursors and xenoarchaeology implemented yet? The OP doesn't mention that they aren't, but load save screen and new save screen seems to indicate they're not implemented yet in the mouseover text, and i was wondering if it was still the case.

Precursors and xenoarchaeology are both in the game, yes.  I'll update the mouseover text.

Thanks for your interest :)
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Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by TMaekler on February 28, 2021, 11:52:59 PM »
Are you open for new ideas for automation etc.? Especially the automation part of Aurora could use a nice rework... .
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Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by iceball3 on February 28, 2021, 11:37:27 PM »
Progress update 2021-02-28:

Sorry about the long delay.  It will probably be awhile before my next post after this one as well.  I took a bit of a break, but I've been back to working on the game for the past 40 days or so now.  The main reason for not posting is I'm in a very experimental mode with the game.  I've been hard at work on scriptable AI for player races and have a solid framework in place.  I borrow heavily from NPR logic, and have filled in many of the gaps where the NPR's just cheat.  I just reached the point where I need to start writing some AI for ship towing (which NPR's dont need).

However, scriptable AI is now on the backburner.  It's making the development process slow and tedious, and it winds up being slow because a lot of optimization strategies aren't possible.  There's one more big problem: One motivation for 100% Automation is the possibilities it opens up for multiplayer, wherein a player could theoretically log off for the night and their empire would be auto-managed for them until they returned.  But quasar's current user-editable AI scripts update the database directly, and could easily be changed by a player to cheat or even wipe the DB, so it's completely useless for any multiplayer experiments.  I would need to rework them so that only "legal" updates are possible.

Thus, I've realized I need to switch gears.  Rather than continue with the 100% automation project, I'm going to start adding new Default Orders, Conditional Orders, and possibly improving Order Templates as well.  Once these improved fleet management tools are in place, I'll update the Automation scripts to use these tools rather than micromanage everything on their own.

This will be a significant deviation from any flavor of Aurora, probably the first of many.  To keep Aurora faithfulness alive, I've added a Classic Mode checkbox to the existing Quasar settings window. In Classic Mode, Quasar will look like it does today -- very close to VB6, with the addition of cherry picked C# features such as Prototypes.  In Modern Mode (box unchecked), all my new buttons, UI windows, default orders, etc will be visible.  The checkbox shows and hides these new UI elements in real time.  This gives me a lot of freedom to experiment and add new features in my quest to reduce micromanagement and improve QoL.

Again, I'm still in a very experimental stage, and will be for a long while.  This has been a snapshot of where I am right now, things could always change.
Hype! Thanks for the status report.
Are star swarms and extra galactic invaders still tucked behind the AI framework, or are you considering getting them in beforehand to get the game to it's VB6 esque state before then?

Another question: are precursors and xenoarchaeology implemented yet? The OP doesn't mention that they aren't, but load save screen and new save screen seems to indicate they're not implemented yet in the mouseover text, and i was wondering if it was still the case.
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