|
|
|
|
 |

December 3rd, 2003, 01:28 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Status of systems not presently seen
Quote:
Originally posted by DavidG:
quote: Originally posted by Asmala:
nformation you need for a planet:
resource values 3 bytes
population 2 bytes
coordinates 1 byte
owner 1 byte
total 7 bytes
|
I think you need to shrink your estimate a bit. Surely the resource values are already stored in the game file and are visible if you have explored a system. (coordinates too). Nope. What if they change? Should you have changing logs then? 
|

December 3rd, 2003, 01:30 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Status of systems not presently seen
Quote:
Originally posted by DavidG:
Huh?? So now when that info is totally lacking it is better??
|
What? I never said that... I was responding to Asmala's claims that you can just ignore that stuff and not save details on it, which is a very bad idea.
Quote:
|
I think Asmala was talking about systems you don't have a current view off wich now show nothing. If you could currently see the system then the all info would be displayed as normal. Systems with an old view could easily just display some basic info.
|
They could, but that defeats the purpose. They should show all the info you say before, not magically lose information that you had before. It would be no better than now, still requiring you to load up old savegame files to see all the info you lost.
[ December 02, 2003, 23:33: Message edited by: Imperator Fyron ]
|

December 3rd, 2003, 02:07 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Status of systems not presently seen
Quote:
Originally posted by Imperator Fyron:
quote: Originally posted by DavidG:
quote: Originally posted by Asmala:
nformation you need for a planet:
resource values 3 bytes
population 2 bytes
coordinates 1 byte
owner 1 byte
total 7 bytes
|
I think you need to shrink your estimate a bit. Surely the resource values are already stored in the game file and are visible if you have explored a system. (coordinates too). Nope. What if they change? Should you have changing logs then? Now you're just confusing me. So what if they do change? so you see the changed values. Isn't that the way the game works right now?
|

December 3rd, 2003, 02:13 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Status of systems not presently seen
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.
|

December 3rd, 2003, 11:30 AM
|
 |
Sergeant
|
|
Join Date: Feb 2003
Location: Finland
Posts: 392
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Status of systems not presently seen
We would need to have estimation of it from Malfador. Otherwise thi is only speculation at best. Does anyone has any connection there?
__________________
If you give a man a fish, he will eat a day;
But if you teach a man to fish, he will buy an ugly hat;
And if you talk about a fish to a starving man, then you're a consultant
|

December 3rd, 2003, 12:59 PM
|
 |
Lieutenant Colonel
|
|
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Status of systems not presently seen
Quote:
Originally posted by Imperator Fyron:
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.
|
Since in the current game you can see the current planet names and the resources values of the planets in all systems you have explored I see no reason to change this. Sure it would be nice but one thing at a time.
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:
|
Please show me where I ever said it was a bad idea or that I did not like the idea
|
Try looking in the same thread were I said you did say these things.
|

December 4th, 2003, 02:22 AM
|
 |
Captain
|
|
Join Date: Nov 2002
Location: Finland
Posts: 864
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Status of systems not presently seen
Quote:
Originally posted by Imperator Fyron:
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.
|
They can be kept then. If you have 1000 ships which are named like Devastator 0001, Devastator 0002 etc. it's very easy to compress those names quite effectively. Personaly I don't need the names and it's annoying to see the ship's name instead of class when you click a sector containing enemy ships. If ships are retrofitted you have to click each one to know its class.
Quote:
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.
|
I don't understand this. You can't see the damage of ships if they move out of scanner range so why you have to see it when you move out of the system? Besides the damage is useful only 2-3 turns because then the ships are repaired.
Quote:
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.
|
There's no point to store the status of each component, 99% of components aren't broken so it's better to list only broken components.
Quote:
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.
|
If it's the same ships you can just add second coordinates to ships' data, which means only one byte more.
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"?
__________________
'The surest sign that there is intelligent life elsewhere in the universe is that none of it has tried to contact us.' Calvin and Hobbes
Are you tough enough to be the King of the Hill?
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|