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Status of systems not presently seen
I have been thinking following thing (like propably many others). If your ship goes through colonized system and then leaves it you immediately lose all the information of that system (except the location of planets and their atmosphere) if you do not take a print screen and glue it onto your wall. This is not situation in real world. It would not be very difficult to do like this (mimicing real world situation):
When your ship leaves system, you still see all those things what you saw whn your ship went throug it. When you would look that system at galaxy map, you would see that view until another ship goes throug that system. There could be little counter at the upper left corner on the system showing how many turns has passed since Last update (so you would be aware of how reliable the screen is). It is that there is no update of ship locations and planet ownerships (mineral status, population, etc.) until next voyage. It would be tremendous enchancement for your game, though, it would make sensors little less useful. Do we see that on SEV? |
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I second your proposal, I admit I tend to use the System notes just for that purpose. (System Alpha Centauri, controlled by the Fiendish One, sixteen juggernauts sighted closing in with our wormhole.) That is especially true for long games, when you don't even know who owns what systems if you are no longer present there.
Or alternatively, I may launch old savegames just to check what was going on at this peculiar moment. But at any rate, i would like to see such a feature in SEV. |
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You could use the "Omnipresent View of all systems" option in your games to get an effect somewhat close to what you've described, but it wouldn't be a snapshot; it would be more like having an invisible satellite in the system(s).
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The reason this was not done is because it would increase the size of some parts of savegame files (some large parts) by 20 fold... http://forum.shrapnelgames.com/images/icons/icon12.gif
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I totally agree with this ideas. I hardly ever bother to take notes, and of course some times I regret it.
The computer is much better on recording storing this kind of data than a human being. This could just be recorded locally, a file is generated when the player views a system for a 1st time each turn. There's no need to send that information to the server, hence turn files will not get bigger. Omnipresent View of all systems provides real-time data, that is not what is intended. |
Re: Status of systems not presently seen
i suppose what we need is an adapted Version of Fog of War. you see the basics (colony owners, static installations etc) but thats about it
Wasnt it that way in SE3? http://forum.shrapnelgames.com/image...s/rolleyes.gif |
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Andres has a point. There is no need to send that data into server. You just keep the galaxy map on your hard drive and server merely updates the views of the systems you see. Does anyone has Aaron's phonenumber? Call him and tell what we need, Hush! http://forum.shrapnelgames.com/images/icons/icon10.gif
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The philosophy behind the current system is, however, that you can play the turn and have ALL data just by grabbing the result file. Makes it easy to do a turn on any computer with internet connection if you are not at home. Or to rebuild from scratch if you lost your hard drive / computer / whatever.
Changing that as you propose, Karibu, would mean you have to carry around your SE Data with you to the computer where you want to do your turn. And you'd have to keep making regular backups by yourself in case that something goes wrong, because you cannot recover all data from the .gam file. |
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I see the problem now. However, it could be an option to choose when game starts. Like random events.
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Perhaps some numbers would help you. Each planet requires 7 bytes and each ship/unit 2 bytes (ship's name not included, it would require too much space). 1000 planets and 5000 ships are quite a lot, isn't it. And it's only 17 kb per player. |
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And just were did you get those numbers? A hat, I presume. You have no idea how MM implemented those objects (and neither do I) http://forum.shrapnelgames.com/images/icons/icon12.gif Ship names must certainly be included, as they can be seen. And all of the data you can see for ships, including damage they have if appropriate. It is a bit more than you would imagine...
17 KB per player... you also have to factor in the fact that every empire has to have data stored for whether all those ships/planets can be seen. And then you have to store 21 different Versions of what is in every single system (and then more if neutral races get created mid-game through intel or events). 1 for the actual data, and one for the Last thing every race saw for that system. It gets much larger than just that 17 KB. Sure, you can have optimizations and have an empty byte storing a bool for unexplored systems. But as soon as they become explored, you have to start adding data whenever stuff is seen. [ December 01, 2003, 22:14: Message edited by: Imperator Fyron ] |
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17 kilobytes per player doesn't sound so bad. I wouldn't mind having save game files bigger by 17 x (# of players) kB to get this feature.
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17 KB is likely a very small estimate, much smaller than the data necessary would take up...
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I would also like that feature. Like it's implemented now, scouts are not very usefull for
reconnaisance if you don't take notes. And like Karibu said, you can make it an option at the start of a game to include this or not. That way, everybody gets what he wants. This is one of those things that i would really like in SE5. |
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Furthermore, I think it is not difficult to make the code check if there is this "old sysem view" information on the computer when you open new turn. If it not found, it is simply not included (and your galaxy view is like it is today). This way you can play when you are travelling and not beside your own computer (so when playing your turn any other that your own computer, you just will not get the "old system" information). Granted, this puts travelling players little different position than those who do not travel, but it is still manageable to play. At the end, Travellers do not get any LESS information than today, others just get little more.
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resource values 3 bytes population 2 bytes coordinates 1 byte owner 1 byte total 7 bytes Information you need for a ship (name not included): class 1 byte (I assume classes are stored somewhere so you need only the ID of the class) coordinates 1 byte total 2 bytes For units the class are replaced by number of the units and the type of the unit (fighter, satellite...) Then it's saved for every empire every system they have visited but not see at the moment. To go over 5000 ships and 1000 planets you have to see a very large area. And if you see more than 5000 ships and 1000 planets the savegame file are probably some megabytes, so it's not a big deal if it goes over 17 kb / player. |
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Fyron I don't understand why you keep dumping on this idea. It is an excellent idea. Let MM decide if and how it's to be impelmented. It clearly is possible without affecting the transfered file sizes.
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Please don't forget the ability to modify that data. You infect a planet with plauge and know it is losing population. You see a fleet of 100 ships then 100 ships appear at the warp point and (hopefully) get destroyed. I would want to remove that old fleet from the information.
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Not displaying ship names removes some of the RP aspects of the game, so removing them would be a bad idea. They need to be kept.
Not displaying the damage of ships for these overviews is also a bad idea because that is criticial information. If you saw that ships were damaged, why should you have to forget it? That makes no sense. It is extremely useful information when you have it. Unfortunately in stock SE4, the long range scanners are not very useful. But, there are mods that change that. The data for ships would be much, much larger than 2 bytes. Quite a few for the name, and then 1 for every single component on the ships, to tell if it is damaged or not. Also, do not forget the fact that it is entirely possible to see the same ship in a whole bunch of systems as your Last visit, especially if you are being followed by them. Do not forget about the worst case scenarios... they make a huge difference. Quote:
[ December 02, 2003, 21:03: Message edited by: Imperator Fyron ] |
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[ December 02, 2003, 23:33: Message edited by: Imperator Fyron ] |
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The proposal was to get an accurate picture of the system from the Last time you saw it. If data keeps getting updated in that system where you have no presence, it fails to be an accurate picture of how the system was the Last time you visited it. This is why stuff like planet names, ship names, planet values, etc. must be stored separately for each system's "Last seen" status, in case the actual values on the objects change at a date later than you Last visited that system.
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We would need to have estimation of it from Malfador. Otherwise thi is only speculation at best. Does anyone has any connection there?
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It might be more productive if you spent more time thinking of ways to make this work instead of finding reason why it can't every post. Even storing just the planet ownership would be very helpfull. Saving all the old turns and opening them to find this info is very cumbersome. Quote:
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Is there any mods which use a lot of long range scanners? I think it should be improved a lot, for example scanning automatically all nearby ships and storing scanned designs. It wouldn't be a problem to save all information about scanned ships. If you have 200 ships in your scanner range, are you really going to click them all through? http://forum.shrapnelgames.com/images/icons/tongue.gif Thus the amount of space needed for scanned ships is directly proportional the number of ships scanned (=clicked) and I believe even 100 would be a lot then. Quote:
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But your approach to this savegame issue is different than mine Fyron. Have you all the time thought I mean there is one planet data and then flags for empires who see it. It's not practical and it won't work because all empires have a different view about that planet depending when they have left from the system. I mean every empire has its own data for every system the empire doesn't presently see. |
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Hmm, I think that was my longest post ever http://forum.shrapnelgames.com/images/icons/icon6.gif
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Why does "repeat build" only repeat the first thing on the list? I'd like to set up 5 or 6 things to build and set it to repeat. But it only repeats the first item on the list.
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[ December 03, 2003, 18:03: Message edited by: Imperator Fyron ] |
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If ship data is too much what about planet data. Even Fyron have to admit that storing planets' data can't take much space. Ships are moving quite a lot so that's not very useful information. This is offtopic but was MM informed that long range scanned ships doesn't come to "enemy ships designs"? |
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I rename each game file to the name+turn number. The logs and combat replays will not work, but you can view systems and click through ships. It is a pain and having it on the current screen would be better.
The point is that maybe ALL the detail is not needed, maybe just enough to show you you need to look deeper. [ December 04, 2003, 15:58: Message edited by: Parasite ] |
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The Last scan should be stored anyways even for ships you can see that are not in scanner range. What, your scan logs get wiped every day? http://forum.shrapnelgames.com/images/icons/icon12.gif |
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