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Messages - diencephalon

Pages: [1] 2
Playing some multiplayer games with my friends, we generally have multiple smallish galaxies with pretty large system spacing, and I've noticed that blowing up the Black Hole seems to apply graded damage in a sphere 100,000 units in radius. I was planning on modding /scripts/server/objects/ to rework the distance based damage factor into a distance based delay, but otherwise apply fatal damage to *every* star in a Galaxy, but looking through the scripts (mapgeneration in particular) I can't see any actual hierarchy from Galaxy/Black Hole to Systems/Stars.

I could do it positionally (if more than 1 Black Holes exists, on destruction for each system figure out if it was the closest black hole and if so apply systemdamage), but that seems clumsy, wasteful, and likely to result in weirdness if there are dumbbell, corkscrew or irregular galaxies floating about (which there always are in our games).

Is there a more elegant way to cycle through the systems 'belonging' to one particular galaxy?


Modding / Re: ZPlane
« on: October 21, 2010, 02:23:17 PM »
In the user files folder you can add console commands to the autoexec file to have them execute on game start.

Modding / Re: Help needed: attempting to allow ships to produce components
« on: September 22, 2010, 02:24:17 PM »
Suggest you look at the Planet Capital, which 'produces' components out of thin air. From that, you should be able to create a basic effect which simply removes X amount of resources and credits Y amount of product to the cargo hold, so long as space permits.

The 'makeX' effects work just fine with a planet which has a properly initiated economy, but for simplicity's sake it might be better to just 'fudge' it.

Of course, figuring out how to actually initiate proper economic interaction for ship modules would be a huge boon (think Drydocks or construction ships with access to the galactic bank instead of relying on haulers) but it also seem pretty complicated.

Star Ruler Discussion / Re: Congrats on 5000 sales.
« on: September 22, 2010, 02:04:37 PM »
Monster =(

Star Ruler Discussion / Congrats on 5000 sales.
« on: September 22, 2010, 02:02:25 PM »
Just noticed, I trust Steam is helping some.

Keep up the good work, and GIVE ME BACK MY ICONS! <3

Help & Support / Re: No icons at all, anywhere
« on: September 19, 2010, 03:45:08 PM »
Okay, this is utterly bizarre. Reverted to Catalyst 10.1 from january of this year, and the overlay icons are back. This is a sort of unworkable solution though, since some other things are, well, sub optimal with vintage drivers.

Edit - no, scratch that. They're gone again. Though they work perfectly on my husband's computer with an nVidia card. Sigh.

Suggestions / Re: Can i please stop my factories from making things..
« on: September 19, 2010, 03:28:23 PM »
I added an mod that's now buried somewhere in the mods section that throttles production of Adv Parts and Electronics as they approach your stores of metal, so the factories don't burn through all your metals in lategame. Search for Late Game Economy Fix, I'm on a netbook atm so finding it would be a horrible chore =(

Help & Support / Re: No icons at all, anywhere
« on: September 19, 2010, 03:04:31 PM »
As requested. Also, making it even stranger, the planet 'rings' DO in fact appear for a fraction of a second upon first loading. When zooming out from the initial view of the first planet, the ring shows up for an instant, then vanishes (not fades) and never appears again throughout the game for that or any other planet. It used to work just fine, so I'm at a loss to explain what's changed.

Code: [Select]
bFullGCCyle = false
bServerAutosave = false
fSleepLevel = 0.25
iAutosaveInterval = 15

bShuffle = true
bUseShipRumbles = false
fMasterVolume = 1
fMusicVolume = 0.33
sSoundDriver = Generic Software

bAntiAlias = false
bDisplayBackground = true
bFullScreen = true
bHighQShipEngines = true
bResizeable = true
bShipEngines = true
fDistantIconSize = 1
fFarLODFactor = 1
fMaxFPS = 75
fNearLODFactor = 1
iBitDepth = 32
resolution = 1680x1050
sShaderQuality = Very High
sTextureQuality = Very High

bCentralZoomOut = false
fHorizontalSensitivity = 0.25
fMoveSpeed = 1
fPanSpeed = 1
fVerticalSensitivity = 0.25
fZoomSpeed = 0.8

bSingleThreaded = false
uiThreadCount = 8

sCurLocale = english

Help & Support / Re: Research issue
« on: September 19, 2010, 11:47:53 AM »
Why not 4E22 =(  You make mathematics harder than it needs to be for people who grew up in the era of sliderules!

Help & Support / No icons at all, anywhere
« on: September 19, 2010, 11:38:58 AM »
Hi. I seem to have misplaced the icons 'around' planets and overlaying ships, which makes it essentially impossible to select anything (I have no idea where anything is).

They simply don't show up. System Rings show up as expected, but that's all.

I've attempted reinstalling, nuking the folder and the user files folder and reinstalling, replacing video drivers, reinstalling using the incremental patches (vs the 1.0.0 -> 1.0.1 roundup I was using),  and every combination of options in the graphics menu and yet still I have no icons in sight.

For reference I also have an ATI 5770, and noticed someone else reporting a similar problem. Mine however is NOT resolved by disabling the background.

No errors or untoward statements of any type in the log, so please help, it's quite baffling.

Help & Support / Re: help with DSFM
« on: September 13, 2010, 04:04:39 AM »
It seems to be 60 seconds. There's a formula throttling how much energy can be fed to it per second based upon current charge % somewhere in Effects, so even if you build a ship with gigantic charge reserves and energy output it can still only 'charge up' at a certain rate. Keeps it somewhat balanced I suppose.

Star Ruler Discussion / Re: Ok fine.
« on: September 09, 2010, 07:29:29 AM »
Aside from the fact he checks it multiple times per year - every year, we live in Scotland. We can barely grow Daffodils here, let alone tropical flowers.

Star Ruler Discussion / Re: Ok fine.
« on: September 09, 2010, 04:05:18 AM »
Being old does not entitle one to be arrogant. I for instance am a grandmother, yet delightfully hopeless at many games, perchance including this one. I do however 'rage' - I believe the term is? - when my husband uses the computer to check the growing season for Dahlias, or my grandchildren play Tekken 109.

Beware Children, the videogame playing pensioners are taking over your internets.

News / Re: Coming Soon...!
« on: September 08, 2010, 04:45:21 PM »
Phenomenal, and your OS is buried in 50+ games and their Steam DRM just after it was reinstalled.

Thanks, but no thanks. So far 100% of my DD games are on GamersGate. I can also burn them on DVDs if I want to... Not that I do.

You have a very curious notion of how steam works. How anything works for that matter.

The 50+ games he's running sit in a folder called Steamapps. Should he want to reinstall his OS (as some people do periodically for whatever reason - myself it's when big OS updates are released, I don't trust Microsoft's incremental updates) he backs up that folder to a second hard drive, or whatever, then runs a format c:.

Upon reinstall of OS and Steam he copies that folder into his new Steam folder and ta-da - 50 games available for play. The OS isn't involved, so nightmares of having 50 games worth of dlls plonked into sys32 are a relic of something from a long time ago.

In fact, while I'd never criticise Gamer's Gate since I love that too, the problem you seem concerned about is a lot more manifest doing it that way, since each individual game WILL install its own libraries to sys.

I've seen this too, gigantic numbers of ships parked in deep space, constantly transferring their dwindling supplies of fuel back and forth. It actually goes on for a lot longer than you might imagine, since all the new builds get sent their too, with more fuel to add to the giant merry-go-round.

Makes for some spectacular slowdown after a while.

Modding / Re: MOD RESOURCE: To help with changing versions
« on: September 03, 2010, 11:25:56 PM »
That's absolutely true when modding something like Sins, but reinstalling and patching SR from scratch takes around 90 seconds (I did it twice today).

My husband meanwhile installed and patched Sacred (no idea why). It took 3 hours =)

Star Ruler Discussion / Re: v1.0.0.6->v1.0.0.8 Changelog (Releasing)
« on: September 03, 2010, 04:35:26 PM »
Curse my inattentiveness...

Ahaha, level 4 cheating AI just slaughtered me, great!

Star Ruler Discussion / Re: v1.0.0.6->v1.0.0.8 Changelog (Releasing)
« on: September 03, 2010, 04:28:18 PM »
Also research window is default - I just overwrote it with the version from last UImod  ;D

Star Ruler Discussion / Re: Live Patch Notes
« on: September 03, 2010, 03:58:34 PM »
Is 8 likely to see light before the weekend?

Also, make sure you actually take some downtime at some point, burned out indie dev syndrome is a menace!

Edit - just saw the changed, many thanks

Suggestions / Re: summary of what i feel, and suggestions.
« on: September 03, 2010, 02:43:47 PM »
Please God NO ARBITRARY CAPS. They're not only annoying and remove from the whole freeform gameplay (which is a big plus), they also tend to encourage cookie cutter strategies.

Modding / Re: Mod Help - Engine not generating thrust
« on: September 02, 2010, 05:15:53 PM »
Thrust and velocity are quite seperate, thrust obviously is the force used for accel and decel which, set against mass, is used to calculate velocity.

Consider -> Ship at rest in Star System -> Move Command -> Thrust Applied -> Thrust Calculated into velocity -> Velocity applied -> Ship Moves -> Ship exits star system -> Function kicks in, velocity now increases directly pet tick irrespective of thrust -> Ship reaches halfway point -> Turns around -> Applies thrust in opposite direction to slow velocity -> Function INCREASES velocity, negating attempts to slow etc etc etc

As mentioned earlier, you need to find out how to have the function modify Thrust, but since I'm not sure that variable is even passed into the function in question you'll need a Dev to provide some answers.

Edit - As you say, velocity is a vector anyway. When the ship 'turns around' its velocity is still directed towards the same place it was before, what would reduce that velocity is thrust applied in the opposite direction. Hence, even adding a cap to the velocity increase will NOT solve the never slowing down problem.

Strategy / Re: The Economy
« on: September 02, 2010, 02:41:40 PM »
At the moment we have essentially a command economy, the market isn't simulated at all, so there's nothing to buy. Your empire owns everything it produces and your citizens are slaves :p

Star Ruler Discussion / Re: Live Patch Notes
« on: September 02, 2010, 02:25:44 PM »
And to comment on something a few posts above, I do like the idea of giving ships with Jump Gates an additional energy bar, essentially just having the JG itself serve as a capacitor with an isolated energy supply that needs to be fully charged in order to jump.

Something similar for ships with Spatial Manipulators would also be handy.

Suggestions / Re: Sectors and several suggestions
« on: September 02, 2010, 02:24:08 PM »
If you're looking to build a list of variables a sector should track, add some for Requires/Excess for the tradeable resources as a groundwork for intersector trade.

Modding / Re: Suggestions for best 3D modelling software?
« on: September 02, 2010, 02:13:27 PM »
Blender still works well I believe, unless you install one of the trillion wrong versions of Python...

Star Ruler Discussion / Re: How is the A.I.?
« on: September 02, 2010, 02:12:17 PM »
At present I believe it simply makes the AI as a whole evaluate the entire situation and make the appropriate decisions more frequently. In theory, the higher the difficulty the quicker the AI should be to respond to events or adapt its behaviour.

Doesn't the star port already accomplish this, or do you mean something with massively bigger capacity?

Also, I'm not sure how it's implemented here exactly, but often Autotrade type features function by comparing each element against EVERY other element to determing the best decision, so expanding the number of elements involved in the network creates a massive increase in processing required.

e.g - processing 5 independent systems of 5 planets with 1 hauler each:

6! * 5 = 3600 comparisons.

Processing all of those as ONE network featuring 5 haulers:

30! = 2.65x10^32 comparisons.

As I say, I don't know quite how the devs did it here, and I assume they did something more elegant (since this example is more evil than Bubble Sort), but you can already appreciate a degree of slowdown in late game systems with hundreds of haulers scurrying back and forth evaluating potential trades within a single system.


It might actually be feasible if you created increasingly bigger hierarchies - so trade occurs between planets in a system, between systems in a sector, between sectors in a quadrant etc.

That would necessarily involve a degree of lag in shifting things properly around a gigantic empire, but such is interstellar bureaucracy.

Modding / Re: Mod Help - Engine not generating thrust
« on: September 02, 2010, 08:51:54 AM »
That's going to be pretty crazy if you run it as is, since it will accelerate by (thrust/mass)+v per engine tick o.O
Ideally, I think you'd want it to do thrust/mass in system, and (2 *thrust) / mass out of system - if I understood your intentions correctly.

The simplest way would be to have your BasicEffects function modify 'Amount' by 2 in interstellar space, but I haven't played around with it enough to know if that's actually possible. Will check back later.

Congrats on getting it working thus far though, and good luck  :)

Modding / Re: Mod Help - Engine not generating thrust
« on: September 01, 2010, 06:23:56 PM »
   Provides:    Magnetic field propulsion with
            Amount [vThrust],
            PowCost [vPowCost]

Provides: You named your effect MagDrive, so change 'Magnetic field propulsion' to 'Magdrive,' and the effect you have there takes 3 arguments, so you need to pass something for Efficiency also.

I didn't check your code for the MagDriveThrust function, but you define it and then don't actually call it - MagDrive in effects calls the default IonThrustCons to model fuel consumption - change that to your function and things should go better.

Hints show up correctly (i.e the red and green numbers on the ship designer) since they don't actually check what they're told to say :p

To Wit :

Ship System (Sub Systems/custom_ship_systems.txt)
Code: [Select]
System: MagDrive
Name: "Magnetic Propulsion System"
Description: "Using advanced magnetic fields and large energy levels, the Magnetic Propulsion System uses magnetic fields to propel the ship forward, away from gravity well's this can be lead to near FTL speeds."
Appearance: ThrusterIon

Tags: Engine

Available: (Techs.Engines.Level > 0) && (Techs.EnergyPhysics.Level > 0)
Level: floor((Techs.Engines.Level + Techs.EngergyPhysics.Level) / 2)
Size: Scale
Durability: 50 * Size * progress(1,LHG,Level)
Mass: 50 * Size

Costs: Metals[200 * progress(Size, 0.05, Level)], Electronics[15 * progress(Size, 0.05, Level)], AdvParts[100 * progress(Size, 0.05, Level)], Labr[5 * Size]
Complexity: 0.5

vThrust: Size * 500 * (2 - decay(pow(LEVEL_GAIN_CURVE,Level),12)) * GAME_THRUST_MULT
vPowCost: 8 * decay(pow(LEVEL_GAIN_CURVE,Level),35) * Size
vEff: [b]WHATEVER[/b]

Provides: Magdrive
Amount [vThrust],
PowCost [vPowCost],
Efficiency [vEff]

Requires: To Run: Control[Size * 7]

Hints: Thrust [vThrust], Power [vPowCost * -1]
Effects (Game Data/Scripts/server/CustomEffects.txt)

Code: [Select]
// custom effects file for keeping mod seperate

// engines section

void MagDriveThrust(Event@ evt, float Amount, float Efficiency, float PowCost) {
// get object
Object@ obj = evt.obj;
// get system location
System@ system = obj.getCurrentSystem();

// if ship is not in system then use less power but generate more speed, representing lack of gravity wells
if(@system == null) {
// ship is in "Deep Space"
if(obj.velocity.getLengthSQ() > 0.f) {
// checks to see if object is moving

// get current power of ship
State@ pow = obj.getState(strPower);

// set consumption levels (and then half it for being in deep space)
float consume = evt.time * Amount * Efficiency * 0.5;

if(pow.getAvailable() >= consume){
// enough power for ship's engines
pow.consume(consume, obj);
else {
// no power ship goes adrift!
evt.state = ESC_DISABLED;
else {
// ship is in a system, so we will do the same thing but not half the power consumption
if(obj.velocity.getLengthSQ() > 0.f) {
// checks to see if object is moving

// get current power of ship
State@ pow = obj.getState(strPower);

// set consumption levels
float consume = evt.time * Amount * Efficiency;

if(pow.getAvailable() >= consume){
// enough power for ship's engines
pow.consume(consume, obj);
else {
// no power ship goes adrift!
evt.state = ESC_DISABLED;
and finally... effects (Effects/custom_effects.txt)

Code: [Select]
Name: MagDrive
Value: Amount
Value: Efficiency
Value: PowCost

OnActive: IncSpeed(Amount)
OnDeactive: DecSpeed(Amount)
Tick: BasicEffects::MagDriveThrust

Modding / Re: [REL] Late Game Economy Fix
« on: September 01, 2010, 04:09:33 PM »
Firgof mentioned on IRC, you can naturally remove this if you prefer then!

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