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 Post subject: GALSIM update
PostPosted: Tue May 20, 2008 8:43 am 
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Joined: Sat May 17, 2008 2:05 am
Posts: 4
Currently we have 10 players signed up for the game.  So far, it looks like two players are in the battle zone.

I took a look and it seemed that even though they were very far away, by sheer luck, one player detected the other.  That wasnt my intention so I changed some code on the server side that limits a ships ability to see things out to 5 times their detection rating times 50Km, so a ship with detection rating 1 could conceivably see things out to 250Km, but its a small chance.

Also, a strategy tip, you can do mini-jumps within the same sector to quicken things up if you see a ship far away, there is a minimum jump length however, which is set right now to 50km.

I'll try to post other updates as necessary.


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 Post subject: Re: GALSIM update
PostPosted: Tue May 20, 2008 1:54 pm 
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Joined: Sat May 17, 2008 2:05 am
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Seems we will be having battle soon.  I think two players are in contact with eachother, and a third player is enroute to the sector. 

I apologize for any delays in the turns.  I am running the game engine from my work laptop so I can only do it sporadically.  When the code is more stable, which is this testing's purpose, then I will run it safely from home and it will be more consistent.


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 Post subject: Re: GALSIM update
PostPosted: Wed May 21, 2008 2:08 am 
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Joined: Sat May 17, 2008 2:05 am
Posts: 4
Put a new version of the code at the sim website.

AND we have had our first combat.  Looks like a Lancer Frigate has been destroyed and at least 2 or 3 fighter craft.

If you are involved in any of these battles, please enlighten us with some battle reports.

I am working on some code that will communicate detection alerts and battle alerts to you. 


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 Post subject: Re: GALSIM update
PostPosted: Wed May 21, 2008 8:36 am 
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Joined: Sat May 17, 2008 2:05 am
Posts: 4
:o :o

Holy mackeral, what the heck happened?!!!

when i went to bed last night, 2 Marauder Corvettes and a CRV had just wasted a LFRG, and were closing in on the NFRG of the enemy.

This morning, the NFRG is sitting there salvaging wreckage and the 2 Marauders and CRV are destroyed!!

My guess:  NFRG has TLBs with a range of 15K which means it had quite an advantage for a while on the other ships.  But i need to read the logs to get more info.

NOTE:  dont worry if you lose ships, well just make more.  email me for reinforcements.


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 Post subject: Re: GALSIM update
PostPosted: Wed May 21, 2008 9:54 am 
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Joined: Sat May 17, 2008 2:05 am
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another factor was that the Marauders were targeting fighters instead of the NFRG which might happen if you dont set up any priority targets for your ships.  i havent been able to pour through the logs in any detail yet but that was one thing i saw right off the bat.


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 Post subject: Re: GALSIM update
PostPosted: Wed May 21, 2008 10:57 am 
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Joined: Wed May 21, 2008 10:42 am
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Well, as the Marauder/CRV commander, here are my general impressions of combat so far... It's a total crap shoot :P

Really. Both the LFRG and NFRG fell off my sensors as I was closing. Declared war, and the next turn result shows the dead TDs and dead LFRG that I wasn't even sure was there any more... still no sign of the NFRG. The only targets around where a single TD and a CPC, so I let my ships engage them, for lack of other targets, and since it was then 4:00 am, I went to sleep. :P

So, general conclusions: 1) Detection is really really iffy... too much so imho. At the ranges this engagement was fought at, these ships would be visible to the naked eye, and yet we still cant find them on sensors. 2) The 'many cycles / turn' format means that there is no direct tactical control over most engagements at this scale... ships don't last the 15 cycles under fire nessecary for you to be able to react to enemy changes (or better die rolls for your sensor check)... or maybe they did and I just slept through it. *Shrug* Anyway, I look forward to the battle report feature with great interest :P


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 Post subject: Re: GALSIM update
PostPosted: Wed May 21, 2008 11:24 am 
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Joined: Sat May 17, 2008 2:05 am
Posts: 4
THANKS FOR THE FEEDBACK!  seriously.

I agree that combat should be slowed down some.  Here are some tweaks I am putting in.

- once a ship is detected, that detection should last a certain number of cycles before it falls off radar.  only after that number of cycles expire will I look again.  It will actually speed up detection processing alot.

- determine a eyeball range where if its close enough its automatically detected by the naked eye.  this should speed up detection processing also.

- sending detection reports and damage reports back to the user

- i have already dropped the cycles per turn to 10.  I could drop it to 5 but a better idea would be to just ratchet down damage a bit so that ships last longer but arent crawling speed wise.


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 Post subject: Re: GALSIM update
PostPosted: Wed May 21, 2008 3:05 pm 
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Joined: Wed Nov 22, 2006 11:20 pm
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Yes, I'd say that was quite a quick, prolonged fight.

I logged off last night just having detected the corvettes and set my orders. Next thing I know my Lancer and two of his corvettes are dead. I set my Defenders on my Nebulon to attack the Marauder, the turn changes five minutes later and its dead.

My overall opinion of the combat is: It takes a bit for it for them to actually engage, but once they do its already over. :-\


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 Post subject: Re: GALSIM update
PostPosted: Wed May 21, 2008 3:19 pm 
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Joined: Tue May 20, 2008 4:36 pm
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If Galsim, once live, is a 24/24 hours game, most combat situations will happen without both players present in the app. Which would mean that "advanced" scripts should be made available to the player - so he can go to bed (or to the office) without any worries. Priority targets goes into the right direction, but "much more" may be needed at the end...

If Galsim will only be active for a few hours (when the Americans are back home), then that wouldn't be convenient at all for the Asia/Europe guys...


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 Post subject: Re: GALSIM update
PostPosted: Wed May 21, 2008 3:56 pm 
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GALSIM is intended to run 24 hr/day

Update:  put in alot of code today which prevented me from running the turns.  But it looks like i got some good stuff done today.

the reports stuff is in, i just need to post the new GUI on the site. 


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 Post subject: Duration of "END OF TURN"
PostPosted: Tue May 27, 2008 7:16 am 
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Joined: Thu May 22, 2008 7:28 am
Posts: 7
Location: Versailles, France
I had a question about the turn processing - it appears that the server gets stuck in the END OF TURN phase for a very long duration, often exceeding several hours. During this phase, it isn't possible to actually do anything. Now the question is, is this mainly due to the turns still being processed manually or are there other things causing the delay?

But it's good to see the "time remaining". Although as a suggestion, maybe an option to set a warning before the time is up to "save" things to avoid being too late to issue orders. :)


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 Post subject: Re: Duration of "END OF TURN"
PostPosted: Tue May 27, 2008 8:24 am 
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the length of the END OF TURN is the major focus of my coding efforts right now.  I need to get it smaller.

The major time users are:

- processing Defend, Attack, and Patrol orders
- processing Derelict Detections (still a problem, especially with the number of derelicts being created)

here are some solutions I am looking at:

- for Defend Attack and Patrol orders, the engine re-figures out what the ships primary target is EVERY CYCLE, meaning it has to search through every potential enemy ship in the sector every cycle and figure which is the highest priority target.  My solution:  once a ship determines a primary target, it will continue to prosecute that target until the target leaves the sector or is destroyed or becomes a nuetral, etc.  To enable this, I plan on giving the player the opportunity to "Clear" the current target during the orders phase so it will do a reevaluation of the possible targets and determine a new priority target only when the player wants it to.  That should speed things up tremendously.

- for Derelict Detections I need to think a bit more,  Currently the logic is so simple I dont see how I could speed it up, unless I do away with fighter derelicts but i dont want to do that.  Perhaps I will only keep fighter derelicts around for a certain number of cycles.  I'm still thinking about it.

I apologize for how long the turn processing is going, but honestly, that is the whole point of this testing phase.  I appreciate your patience and want to assure you that your efforts are helping improve this game.

FYI, since i run the game off my laptop for now, and I had to leave for work, i had to kill the engine in mid turn processing, so that is why the current end turn is lasting so long.  I plan on putting in some quick code changes and restarting the end turn ASAP.


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 Post subject: Re: Duration of "END OF TURN"
PostPosted: Tue May 27, 2008 11:48 am 
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Joined: Mon May 26, 2008 2:08 am
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Also another question on top of that. It could just be me coming in, but every time I've looked on the game to start to make my orders I get nada from it, each time its on End Turn Mode. Is there a specified time that you run the turns on just so those of us who just popped in know when to get our orders done by?


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 Post subject: Re: Duration of "END OF TURN"
PostPosted: Tue May 27, 2008 12:50 pm 
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I'm probably being obvious (and naive as to how easy things are to implement) here but would an 'engagement radius' say of 50km help with the target selection? Obviously you'd still need to work out the distance between a ship and all others in the sector but you wouldn't then need to run any further calculations on those excluded. On a more fundamental note you could subdivide each sector into 10km squares, with ships assigned to the square subsector they occupy. Then you wouldn't need to calc ranges that you don't need, just list the ships in the subsectors around the primary ship.


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 Post subject: Re: Duration of "END OF TURN"
PostPosted: Tue May 27, 2008 3:51 pm 
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Joined: Sat May 17, 2008 2:05 am
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i already use a radius to cull out targets, but you still have to check the ships distance each cycle. 

as for breaking the sectors further into squares, that is a strategy i looked at years ago but as long as people can move from square to square within the sector i would need to check nearby squares for detection, combat, etc.  it got too hairy.  in fact, before I even had sectors, it was one huge tactical map covering the entire galaxy, and only by splittig into sectors could my processing even work.

Lodoss:  im working on getting the end turns going faster so that there is more time in NON end turn mode than actual end turn mode.

UPDATE:  I implemented a few new enhancements in the code and they are working as planned, looks like the turn is going pretty good right now.  should be finished pretty soon.


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