
December 4th, 2003, 01:43 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Status of systems not presently seen
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He who wants to click through 200 ships to scan them all please raise your hand. What? I see no hands. But it's my greatest pleasure to click through all 200 ships every time I see them.
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You would be surprised...
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You haven't clicked the ship, you haven't scanned the ship, you can't have the ship's information. That's the way long range scanners work now
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Either way, that data needs to be stored in the Last system seen info stuff.
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Fyron, you can't be serious. You mean you think seriously that someone clicks through 1000 ships each turn to get a information about possible damage changes, and over 1% of ships has different damage status than earlier.
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You would be surprised.
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That's like you'd make the game to use 32-bits integer numbers for number of components in case someone like to add that many components
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That is just silly. You use a vector so it doesn't matter and there is no limit to the number of comps that can be added to a ship.
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I thought there goes 8 bools in a byte...
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I guess it depends on the programming language. C++ bools are 1 byte. 0 is false, any other value is true (and those values can be lots of things other than just 1 ). MM uses Delphi, which IIRC is similar to C++.
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Yep. It seems we have a different definition for "necessary"
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Yeah, you regard necessary information as unnecessary. The thing is, people do make use of this questioned information, so it has to be stored. Otherwise, you would tick off a portion of the fan base.
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