Author Topic: Quasar4x - An Aurora4x VB6 clone  (Read 83896 times)

0 Members and 1 Guest are viewing this topic.

Offline TMaekler

  • Rear Admiral
  • **********
  • Posts: 831
  • Thanked: 189 times
Re: Quasar4x - An Aurora4x VB6 clone
« Reply #390 on: February 17, 2021, 12:49:13 AM »
Quasar 4x has gone into C#-sleep?  ;D
 

Offline tws029

  • Able Ordinary Rate
  • Posts: 1
  • Discord Username: Dearthair#6479
Re: Quasar4x - An Aurora4x VB6 clone
« Reply #391 on: February 18, 2021, 08:48:21 PM »
Have a look at the first message in this thread.   The game is basically finished except for swarms and invaders.   Kyle indicated they are going to take a little time.
 

Offline TMaekler

  • Rear Admiral
  • **********
  • Posts: 831
  • Thanked: 189 times
Re: Quasar4x - An Aurora4x VB6 clone
« Reply #392 on: February 19, 2021, 12:28:09 AM »
Ah, missed, that he edited the first message. Thanks.
 

Offline Kyle (OP)

  • Moderator
  • Commander
  • *****
  • K
  • Posts: 303
  • Thanked: 762 times
  • Quasar4x dev
Re: Quasar4x - An Aurora4x VB6 clone
« Reply #393 on: February 28, 2021, 06:47:31 AM »
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.
 
The following users thanked this post: MinuteMan, iceball3, amram, AJS1956, Avalanche

Offline iceball3

  • Captain
  • **********
  • Posts: 426
  • Thanked: 39 times
Re: Quasar4x - An Aurora4x VB6 clone
« Reply #394 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.
 

Offline TMaekler

  • Rear Admiral
  • **********
  • Posts: 831
  • Thanked: 189 times
Re: Quasar4x - An Aurora4x VB6 clone
« Reply #395 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... .
 

Offline Kyle (OP)

  • Moderator
  • Commander
  • *****
  • K
  • Posts: 303
  • Thanked: 762 times
  • Quasar4x dev
Re: Quasar4x - An Aurora4x VB6 clone
« Reply #396 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 :)
 
The following users thanked this post: iceball3

Offline TMaekler

  • Rear Admiral
  • **********
  • Posts: 831
  • Thanked: 189 times
Re: Quasar4x - An Aurora4x VB6 clone
« Reply #397 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...
 

Offline Kyle (OP)

  • Moderator
  • Commander
  • *****
  • K
  • Posts: 303
  • Thanked: 762 times
  • Quasar4x dev
Re: Quasar4x - An Aurora4x VB6 clone
« Reply #398 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.
 

Offline StarshipCactus

  • Sub-Lieutenant
  • ******
  • S
  • Posts: 134
  • Thanked: 26 times
Re: Quasar4x - An Aurora4x VB6 clone
« Reply #399 on: March 01, 2021, 07:33:23 PM »
Maybe somebody could lend you their mac to compile?
 

 

Sitemap 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77