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November 3rd, 2006, 06:51 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
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Thanked 162 Times in 86 Posts
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Re: CLI for probing turn status
Not AFAIK.
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November 4th, 2006, 02:24 AM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
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Re: CLI for probing turn status
If you are interested in doing something similar I could post the details for the game status retrieving part here.
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November 4th, 2006, 03:02 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: CLI for probing turn status
Im curious about it.
I doubt if Id be capable of programming anything to it at my level of programming but until I see the protocol I wont know.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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November 4th, 2006, 04:37 AM
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Private
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Join Date: Oct 2006
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Re: CLI for probing turn status
Quote:
Johan K said:
If you are interested in doing something similar I could post the details for the game status retrieving part here.
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I would be very much interested.
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November 4th, 2006, 04:58 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: CLI for probing turn status
Me too.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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November 3rd, 2006, 08:13 PM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
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Re: CLI for probing turn status
// ------------------------------------------
// ------------ Packet Description ----------
// ------------------------------------------
/* 1 char 102 (magic)
1 char 72 (magic)
1 int data length (x bytes)
x bytes packet data
All short and ints are sent in little endian (x86) format. Least significant byte first!
*/
/* Keep alive byte
1 char 101 (magic)
Sometimes the server might send out this byte instead of a proper packet
to check if connections are still up. It should be silently ignored. */
// ------------------------------------------
// ----- important packets to server --------
// ------------------------------------------
/* Info request. Requests a status update from the server.
1 char 3
*/
/* Disconnect. Send this and wait for reply before disconnecting.
1 char 11
*/
// ------------------------------------------
// ----- important packets from server ------
// ------------------------------------------
/* Status update.
1 char 4
1 int network protocol version
1 char status (2=waiting)
1 str game name
1 char era (new in dom3)
1 char magic = 45 (new in dom3)
1 int ms left till host time
1 str message from host (unused)
P chars players controlled by (0=no one 1=human 2=AI)
P chars nationstatus
P chars connected or not
1 int turn nbr
1 char 0
*/
/* Disconnect reply. Wait for this before disconnecting.
1 char 12
*/
P = max number of nations = 80
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November 3rd, 2006, 08:33 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: CLI for probing turn status
OK I was right. I wont be creating anything with that. 
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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November 10th, 2006, 12:48 AM
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Private
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Join Date: Oct 2006
Location: Minneapolis
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Re: CLI for probing turn status
Awright, I got the server to talk to me, but I don't get the way the packet is constructed. I can see the name of the game, then a couple of zeros, then the magic 45 char, ... and then about 200 characters that don't make any sense to me, followed by the # of the turn.
How do I figure out what in those 200 corresponds to what nation, how it's controller and its connection status?
Thanks.
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