
December 3rd, 2003, 08:03 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Status of systems not presently seen
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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.
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Adamant, for example, removes the Scattering Armor and makes Scanner Jammers 50 kT. Want to be paranoid and protect all ships from scanners? Gonna cost you a lot of space and you don't get ECM out of it even.
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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?
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I might want to (or someone else might want to). So it has to be stored.
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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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What if I want to see a different ship's damage on a later turn than I viewed originally?
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There's no repair components in some mods?
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No... some mods are designed to end battles with a huge number of damaged components (specifically, 1 kT armor components). P&N, B5 Mod, Adamant, etc. Repairing a bunch of such damaged ships takes a while, unless you go overboard on the repair ships in your fleets.
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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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The fact that all of those could happen means that it has to be taken into account. Optimizations should be used, of course. Frequent name changes are not common. But frequent changes in damaged status can very will be (especially in some mods ).
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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.
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You need a bool for each other empire... 1 byte per bool, 19 bools, 19 bytes. Unless you are writing your own programming language and can make custom sized variables...
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But your approach to this savegame issue is different than mine Fyron.
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I don't know about that.... well, other than you keep wanting to drop necessary data that must be stored.
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Have you all the time thought I mean there is one planet data and then flags for empires who see it.
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No. That was started in response to a very specific suggestion, actually made by DavidG.
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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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That is what I have been saying... 
[ December 03, 2003, 18:03: Message edited by: Imperator Fyron ]
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