
December 3rd, 2003, 06:08 PM
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Join Date: Nov 2002
Location: Finland
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Re: Status of systems not presently seen
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That would be your opinion then, which is not shared by a large percentage of the player base. The scrap window should have organization options rather than just order built, which will eliminate that problem nicely.
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It would indeed be great if ships were ordered by class in the scrap window, but luckily ship classes are under ship names so it's not a big deal to select ships. Unless there are hundreds of ships, but these situations are fortunately rare. When I see a fleet of 100 ships I don't know which one is which class, all their name are same very old desing. Now if I'd like to know how many sweepers, what kind sensors or what is the supply situation of the fleet I'd have to click through every ship. And that's annoying.
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Perhaps. Then, I would suggest that that data be stored somewhere with a date marker until the next time you scan the ships, even if they are in the same system as your ships still.
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That would be a good idea but actually the discussion here concerns the status of systems not presently seen. Storing the condition of all scanned ships is more space consuming than storing just what you have seen.
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? 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.
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In stock... do not forget about mods, which are what make this game great to a large percentage of its players (dare I say a majority? ).
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There's no repair components in some mods?
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Umm... yeah. A bool for whether it is damaged or not is the best method. An array of damaged indices is not that good of a solution.
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Err... nope. The best method would be combined. First a bool if a ship is damaged at all. If no obviously there's no need for further data about components. If a ship has a few destroyed components, the index of each component are given. If many components are destroyed, then a bool for every component if it's broken or not.
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Unless the name changes. Or the damage changes. So, you would have to store that info more than once for each ship when you see them in mutliple systems.
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I dare to say this is quite unusual situation. Think about it, you're chased by a fleet of 1000s of ships, the name of every ship is changed every turn, all of those ships took damage every turn, you have scanners present and manually click through all ships every turn. If all conditions aren't met then the required space for data isn't very big.
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No, planet data would not take that much more space. 19 more bytes per planet, to tell whether each other empire can see the flag or not. Unless, of course, you want to keep more accurate views of the planet values and names. Why can you scan a system that you have visited at some point, but can see no data at all on planets in systems you have been to? Some scanning would be necessary to justify seeing changes in name and values.
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19 bytes to tell which empires see the planet? Now I don't wonder why you think there's going to be such a big increase in savegame files. I think 2.5 bytes would be enough.
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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