5/29/2017
Topic:
Political Economic
Tahujoe
|
Why should these things be hard and fast mechanics, enforced by the server and completely immovable? If a mayor wants to start issuing permits to limit overcrowding, they should have a military to back it up, not a free hard cap. |
5/29/2017
Topic:
Role Play Central
Tahujoe
|
A few errors in the library: "One Solar Week was made up of six (6) Solar Days." "One Solar Year is made up of one hundred and forty four (144) Solar Days or thirty six (36) Solar Weeks."
144 Solar Days comes out to 24 Solar Weeks. ((This corresponds with 1 Terran Day in realtime, and is likely the intended measurement.)) 36 Solar Weeks comes out to 216 Solar Days.
"SD 401: First interstellar combat takes place; when ships under the command of Planetary Resources open fire on a mining complex being built on Mars. The defender City of New York is destroyed."
Interstellar implies between stars. Interplanetary, perhaps?
Otherwise, this is a useful shorthand for the history of the galaxy so far. |
5/30/2017
Topic:
If-Goto logic for unit commands
Tahujoe
|
It's the most basic logical command structure, since the unit programs already look like assembly. Basically, expand the loop command (goto n times/infinitely) with conditionals and allow it to point further ahead in the program.
Not sure if I can come up with a complete list of conditions to check, but comparing resources to each other would be a good start. Minor snippet as an example:
10 ifgoto beef < poultry 40 20 pickup beef all 30 ifgoto true 50 // alternatively loop 50 infinitely 40 pickup poultry all 50 ... |
6/3/2017
Topic:
Charter feature for ruling players
Tahujoe
|
Charters show up for governments that either don't exist yet (Io or Jupiter when the only city is Laval or Urabe, respectively) or can't exist at all (SL9685). The first one doesn't seem like much of an issue (and could serve as something to strive towards), but seeing "Charter For The Planet of SL9685" when I've backed out to view the whole Sol system is slightly silly. |
6/4/2017
Topic:
Comms : Preserving scrubbed characters with swaps
Tahujoe
|
I think we can preserve, specifically, apostrophes (') and commas (,) and other potentially problematic scrubbed out characters (%_&*[]) by swapping them out before passing them through the scrubber. This can be done with escapes (I'm partial to the bell character '\7' or '\a') or just flat out using characters out of the control set (ascii values 0 to 15). Of course, we'd also need to process the characters on the way back out to the browser.
[gray hat]. . . also, I may have broken the quick reply submission on comms by sending through certain escapes. PM with details.[/gray hat] |
6/5/2017
Topic:
Transfering Cargo
Tahujoe
|
Military points are going to be a lot more plentiful than logistics points. I'd recommend just getting 1 or more transports per market city. Much smaller order set, too. |
6/5/2017
Topic:
Transfering Cargo
Tahujoe
|
I have had success with a small handful of single-target transports (4: Endeavor, Challenge, Hope, and Prospect) with occasional switches to other targets to follow demand. The wide cast to supply every city all the time seems like an uphill battle to me. You're either to going to have to deal with subpar output to cities later in each list or you're going to have "Order list is like 25 items long" for "4-5 cities at a time." Or you're going to be tying up 24 trucks * 3 or 4 levels = almost 100 military logistics points delivering to just Earth. |
6/5/2017
Topic:
The official Orbital Megastructures thread
Tahujoe
|
I like the ideas behind the warpgates specifically, though I'm seeing a couple of divergent thoughts regarding them.
As Proposed or "Mass Relay" or "Fling Beacon" - This is the speed boost, either universal or pointed at a target. I personally like the idea of adding both, with targeted warp gates (or even paired warp gates) getting a massive range boost over general purpose (maybe with paired gates getting the largest range boost but completely inoperable without the target gate agreeing).
Point to Point or Wormhole or "Stargate" - This is the single turn to go from one gate to another idea. Again, I could see this one happening at three levels. "Open" gates would connect in a relatively small radius to other gates. Not sure if they should connect a tier up or not. "Network" gates would connect to other network gates only on the same network. Ways to regulate networks? Range advantage would be over the whole network in 1 turn as long as a daisy chain of gates exists. This would mean network gates would have to remember their neighbors and run network checks for connectivity if they ever go offline. "Single Destination" gates would connect only to other Single Destination gates over much larger distances than other gate types.
Using the system as proposed opens up the questions of active vs inactive upkeep (per turn or only when a ship passes through? spool up time?) and opens the door for ship-portable warp drives on either the single ship or fleet scales.
Well, either system raises those questions. |
6/6/2017
Topic:
Trading of Structures via Contract
Tahujoe
|
This would be useful for Lewis on Luna, but "something something alts something"? Logistically, I'd say only able to sell shut-down buildings, id est, buildings set to Halt Production and running at 10% cost. |
6/7/2017
Topic:
Longer names for ships/units/facilities
Tahujoe
|
Hutton wrote:
I think you could accommodate apostraphes without risking obscene art. You can't properly use contractions or possessive tense without them. "of" is a fun word. If you can fit it in. |
6/8/2017
Topic:
Loop in saved orders don't work
Tahujoe
|
Would it be possible to save that pointer as an index and translate the index back into a pointer on load?
So structurally the order list behaves like a linked list more than an array, yes? Which means loop orders have to point directly to a specific order instead of holding the index value for that order. You're already translating out indeces for the UI elements, though. Are you saving the loop orders as loop orders? Maybe a proxy struct instead, with most of the same values but an index instead of a pointer? That means an extra step on both save and load, but save/load happens asynchronously with the major game tick anyways.
Of course, this would also mean that old saved programs would either still be broken in this way or just not work at all.
Oh, as for the issue I was expecting? I was expecting to have to reassign loop orders to the correct index after deleting or inserting an order before their target order, as if the loop orders were using an index instead of a pointer. |
6/8/2017
Topic:
Artifact for OC Reductions
Tahujoe
|
So something Grandor suggested made sense to me. Okay, now that those people are out of the room: Something Grandor suggested highlighted a problem and a potential solution, if we care to pursue it.
The Problem: Resource fields get crowded. Crowded resource fields keep getting more crowded. Cities seem to be focuses of this more than anything else.
The Potential Solution: Give players a way to increase the crowding cap. It shouldn't be easy to do so, so why not artifacts?
Still mostly an idea seed, so I don't have any idea what specific values we should focus on, whether the effect should be temporary, or what negative artifacts should also be thrown in the mix. Also, should we separate out what kinds of artifacts can upgrade what resources? If so, should we divide by category or individual resource? |
6/12/2017
Topic:
Asset Load Time Reduction? Custom Queries
Tahujoe
|
The asset screen likes to take forever to load any of its lists, especially the overview page. I'd like to suggest a couple of pages to help cut down on overall loading time from the asset screen.
First: An Asset "Home" screen that makes minimal queries into the corp's assets, if any at all, as a stopover from switching to Assets and picking your query. Simple little splash that shouldn't take forever to load.
Second: A screen for constructing and viewing custom queries on a corp's assets. A few examples that I would find useful that can be expanded out to general case:
* where on Jupiter * where type transport on Earth * where type freighter (on Sol) * where type not transport and not freighter and military * where type structure produces chemicals or lumber or contraband * where flagged "FruitTrade" |
6/17/2017
Topic:
Price Limits for Buy/Sell Orders
Tahujoe
|
Probably going to end up with a similar answer to the "if-goto" suggestion: Makes the orders list a bit too botty. |
6/18/2017
Topic:
Longer names for ships/units/facilities
Tahujoe
|
Characters related to string parsing, as enclosed in these parentheses ( ' " & # * ? ) are generally problematic. The site has certain security measures that likely wouldn't allow them anyways. They also like to break preview buttons. q:
._. that took me three tries to post edited by Tahujoe on 6/18/2017 |
6/20/2017
Topic:
Longer names for ships/units/facilities
Tahujoe
|
Vulpex wrote:
I am concerned that no one picked up that the explanation by Dread "I can't do that" relies on the presence of an apostrophe. Without it, it becomes can't becomes cant which is a rather interesting form of music instead... Well yeah, but in order for "cant" to make sense, you need either single or double quotes around "do that". Or a colon. "I cant: Do That" |
6/20/2017
Topic:
Assets Page, City expansion, unit balance
Tahujoe
|
Doctor Dread wrote:
The only other way I can make ships do a lot of damage to ground without making them simply all around better would be to make ship damage do less and less damage to ground units the more hurt they are. SO you can soften p but not destroy with ships. Thats a complicated new combat mechanic I don't want to get into though. I have a feeling once straegic orbits gets into the game, ships will be a lot more powerful in seiging ground forces and "space superiority" will come into play which has to be fought as space fights. What if: Certain units (not necessarily limited to ships, artillery for example) had a minimum size they could hit? That is, say a dreadnought would always spread its damage over at least 100 size. That's still full damage to a single level 10 (ground) defender, but a mix of lower level units (say 2 or 3 at level 5, no armor, bringing us up to size 60) would be missed simply by the shots going wide (40% of the firepower being wasted, in the prior case). Of course, some may start demanding that units start to shrink while they take damage.
Regarding commandos damaging capital ships: Think of it from the carrier perspective of launching assault shuttles and dropping off teams skilled in sabotage and demolition on what is essentially a massive building with engines on it. |
7/1/2017
Topic:
Implementing character dynasties
Tahujoe
|
Main thing that comes to mind when looking at this suggestion is that the player entity is set out in the opening of the game as a corporation rather than a feudal dynasty. Not arguing against this, exactly, just pointing out that it leans more towards nepotism than the more modern idea of meritocracy.
So a few things to help with this: Firstly, structure the available positions like a board of directors, with the CEO at the top alongside the CFO and COO at early levels, perhaps with the early level positions having heavier weights on their bonuses.
Secondly, and this is the big one: Don't automatically fill positions on the Board as they become available. I'd like to see at least two options pop up: A more familial tie to the CEO with a much more random bonus available and a company man who ostensibly rose through the ranks to get to where they are now, with bonuses determined by the company's current research spread.
A touch of auxiliary suggestions on the side because of a less set in stone system: Retiring board members (perhaps with a pension penalty for a certain number of turns over the 100-turn limit of research changes), potentially hiring on the family members of other guild mates, Japanese-style business-oriented adoptions (more for flavor than anything else). |
7/1/2017
Topic:
Comms : Preserving scrubbed characters with swaps
Tahujoe
|
Escape characters for html will force through apostrophes, but on the ingame comms will trip the server's security and block the message from posting while also throwing up a generic error message. Also, liberal use of & can break Dr. Dread's ability to quote your PM back to you, since (breaking quotability right here) ' will send an apostrophe in raw text through the first filter function.
Also, for some odd reason, placing a double tick next to a single tick breaks your ability to preview or post. |
7/1/2017
Topic:
Fulfill contracts with present stacks
Tahujoe
|
Compromise: Perhaps allow certain structures (distro centers, HQ) to fill contract from resources available at location. |