.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #11  
Old January 19th, 2002, 04:40 AM
Krsqk's Avatar

Krsqk Krsqk is offline
Lieutenant Colonel
 
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
Krsqk is on a distinguished road
Default Re: Open-Ended Tech Levels?

Funny you should mention that. Take a look at the basic tech mod, which is still in the old downloads section. I started it quite a while ago, but came to the conclusion that it would be too time consuming to complete by hand. The research structure was three-dimensional. For missiles, you could research launchers to reduce reload time, missiles to increase seeker speed and range, and warheads to increase damage and seeker dmg resistance. Most armors have a similar setup with 10 or even 15 levels per dimension. Most research only gives incremental benefits; I didn't think a DUC LXXXVI needed to have 5280 damage.

Recently, I've been working on developing a program to automate the generation of components, from 1-dimensional research to x-dimensional research. You input tech reqs, a base level for things like tonnage space and structure, cost, supply usage, ability values, etc., and give a rate of increase (or decrease) applied to the component at level up based on the levels of each technology. I'm currently working on making it a Windows-based program instead of crummy text, which is an interesting task since I've never Windows programmed before. Actually, I've never even attempted a program of this scale before, so it's been...challenging. When completed, it will allow anyone to quickly create as many levels of Component X as you could possibly want in the time it would take to create two or three levels by hand. If anyone's interested, let me know; this is definitely in progress, and isn't going to be completed in the next day or two (suicide_junkie, I don't know how you do it! ), but I'll keep plugging away until it's done. Then, I just might get that Basic Tech Mod done.

[ 19 January 2002: Message edited by: Krsqk ]

__________________
The Unpronounceable Krsqk

"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
Reply With Quote
  #12  
Old January 19th, 2002, 04:47 AM

Eric Bamberg Eric Bamberg is offline
Private
 
Join Date: Dec 2001
Posts: 10
Thanks: 0
Thanked 0 Times in 0 Posts
Eric Bamberg is on a distinguished road
Default Re: Open-Ended Tech Levels?

MOO2 does have infinite tech levels, but as you might expect the benefits (except for final score) stop eventually. Components do reach a minimum size which I think is more than just 1 of whatever unit of measure the game uses. I tried playing MOO2 again a few weeks ago and just couldn't get into it. It seemed so limited and boring; I guess SEIV has spoiled me.

Eric
Reply With Quote
  #13  
Old January 19th, 2002, 05:02 AM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Open-Ended Tech Levels?

Ack! So you can keep researching but you get nothing for it? LOL. That would be easy to mod. Just add a tech area of "General Research" to the research areas text file. Give it what ever the maximum allowable number for Maximum Level is. I am not sure what that is exactly. Should be able to work it out by trial and error. My guess is 255.

Then no components that need that as a prereq. You would get no tech from the research,but you would get a small bump in your score every time you reached another level since tech levels are factored into yoru score.

Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #14  
Old January 19th, 2002, 07:03 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Open-Ended Tech Levels?

quote:
(suicide_junkie, I don't know how you do it!)
I do what is easy, and make the user do the rest Hehe. In general it works quite well, since you make the computer to the boring repetitions, and the user does the complicated thinking.
The result isn't commercial grade, but it is just a tool, and it works. "Build the axe, not the Tinman"
Reply With Quote
  #15  
Old January 19th, 2002, 07:25 AM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Open-Ended Tech Levels?

"When completed, it will allow anyone to quickly create as many levels of Component X as you could possibly want in the time it would take to create two or three levels by hand."

Niice.

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #16  
Old January 22nd, 2002, 04:20 AM

tesco samoa tesco samoa is offline
General
 
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
tesco samoa is on a distinguished road
Default Re: Open-Ended Tech Levels?

that sounds good.

PBEM game I play in we streched out cloaking to 10 levels, ships to 20 levels.

If cloaking could be streched out to 100 levels that would be great.
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg

Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
Reply With Quote
  #17  
Old February 5th, 2002, 07:21 AM
Krsqk's Avatar

Krsqk Krsqk is offline
Lieutenant Colonel
 
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
Krsqk is on a distinguished road
Default Re: Open-Ended Tech Levels?

Thought I'd mention that the beta-Version of the Component Creator is almost complete. It would be done sooner, if not for all the work on my graduate recital and projects. I have two options to debate, given the guiding philosophy of "ax not the tinman". I can either generate the component data into a window to be cut/pasted into Components.txt by the user; or I can save the data as a text file in a subdirectory, to be later cut-pasted into Components.txt. (The "final" Version will include the option to save the raw data (not SEIV-ready) to files to be loaded and edited later.) Which would be the better option?

Also, given the same philosophy, I am assuming that most Users will wish to generate SEIV-friendly files. Therefore, I am not idiot-proofing the program. You can't enter alpha family numbers or damage amounts, for example, but you're not prevented from crashing the game with extravagantly large values. This is a tool for responsible individuals who aren't looking for excuses to file lawsuits.

Anyway, any feedback would be appreciated. Once I finish comp generation, I'll post a beta Version to get comments.

Krsqk

P.S. I'm programming this in Python with the wxPython extension (a Python-enabled port of the wxWindows GUI). Anyone with experience in it? Any thoughts on it? Then again, I guess that's a bit OT for this thread.

[ 05 February 2002: Message edited by: Krsqk ]

__________________
The Unpronounceable Krsqk

"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
Reply With Quote
  #18  
Old February 5th, 2002, 07:52 AM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Open-Ended Tech Levels?

"You can't enter alpha family numbers or damage amounts, for example, but you're not prevented from crashing the game with extravagantly large values."

Why not? IIRC the value that kills SE4 is pretty well-defined. I'm having a hard time figuring out why Users wanting to have SE4 friendly files precludes preventing values that crash SE4

Values that don't DO anything are another story, since they can have usefullness in their own way..

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #19  
Old February 5th, 2002, 10:58 AM

Shyrka Shyrka is offline
Corporal
 
Join Date: Oct 2001
Location: La Coruña, Spain
Posts: 112
Thanks: 0
Thanked 0 Times in 0 Posts
Shyrka is on a distinguished road
Default Re: Open-Ended Tech Levels?

quote:
Originally posted by Krsqk:
P.S. I'm programming this in Python with the wxPython extension...
Wow, Python, I programmed some little things in Python for a game called Blade whose 3D engine interface was in that language. But why Python here? I think Delphi or VB would be easier (But not free ) I had very good experience with that language.

BTW, I'm very interested in your program
__________________
So it shall be written...
So it shall be done...
--------------------
Reply With Quote
  #20  
Old February 5th, 2002, 04:09 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Open-Ended Tech Levels?

If writing text to a file in that language is reasonably simple, then do both.
Since you have the "save raw data" thing, AND the display SE4-readable code on the screen as the other option, I'm assuming you can do it fairly easily.

If you want, you could create a separate compiler program, which would turn a raw data file into a components.txt.

[ 05 February 2002: Message edited by: suicide_junkie ]

Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:10 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.