I still keep crashing every 10-15 minutes. Beta 3 was very stable, after that it got totally f*&%ed up. heh Assert failures: http://64.60.177.194/error1.jpg http://64.60.177.194/error2.jpg Debug log: http://64.60.177.194/debug.err can you just give me the code so I could debug it myself?
Master_Lame
sometimes if you buy ships from AI, the ships you get occupy the same space as other AI ships
looks interesting. Maybe I'll try use XML in future projects. Right now I just don't want to spend time learning it and then rewriting my current methods.
From my first look at XML, I didn't find any links to XML processor tools or API. I just read something about DOM being the processor but not how I'm supposed to integrate it with my C++ code.
ok, I read about it, looks interesting. But this kind of stuff is more suited for large text databases rather than a game database. There are efficiency issues. Too much hassle to use XML in RTS game. heh
When making a research tree for the game, where do you get your ideas? Is it all simply from the top of your head or do you search for cutting edge science news to get your ideas? Is anyone here into collecting cool science ideas? Here are 2 interesting articles on alternative means of propulsion, based on yet unexplained forces dealing with electricity: http://www.forceborne.com/AirPowerElectric%20-JDW-.htm http://www.24hrz.com/adeone/science/lifters/lifter.htm
what sort of advantage XML has over C++ implementation? I get the idea XML is getting more and more popular, but I'm reluctant to spend time learning things I don't really need. heh My goal is to make an RTS game, the way I see it, it can be done entirely in C++. I know many games use scripting engines, but I don't see any big reasons for it. Just seems like extra hassle to me.
I'm using www.powerrender.com It's a 1 man project, but he's a real genius and real workaholic. The guy actually used to work on the Unreal engine before. And his stuff is pretty cheap.
and how would that deal with pointers? I don't care for "bleeding edge" or "good efficiency" right now. It's hard enough just to make the sh*t work and do what I want it to do :-)
I'm also gonna go with something like that. First I make the game without AI and then just make AI play thru the regular player interface
that URL isn't working Anyway I know a few good places myself: www.gamedev.net www.flipcode.com www.ai-depot.com For save game files I just dump everything in binary. And I got a special function to convert pointers into something writable and restorable. It works, except that when I add or remove variables I have to lose the save file or add special case checks. Right now I need to work on movement. The path finding algorithm will need to work with different te
here are some examples of long term benefits of being good: Random events: 1) Good emperor gives a good example to his citizens. Crime on planet X is down, increasing the moral of planet X by 3%. vice versa: 2) The evil nature of the emperor gives a bad example to its citizens. Crime on planet X is up, refucing moral by 3%. There could be random events that add bonus to population growth, and pretty much every other statistic related to a specific planet. The k
I'm interested in making my own RTS/TBS game, sort of like Alpha Centauri. So I am wondering is you guys (Stardock) can give me some tips. I have a licensed 3D engine so I don't really need any advice in terms of graphics code. I want to know how you do the game database and game/database editor. Also, can you tell me how you create save game files and how you restore game from those files? Do you use a script engine? So far I got a simple landscape editor and a soldier, here's a sc
restored last empire, turned off sound. Music was already turned off. Game crashed in 10 minutes debug: http://64.60.177.194/debug2.err what the hell did you change? everything was working fine in Beta 3C
clicking on ships in mini-map can be a real pain in the ass when playing on huge maps
well what can I say, the game crashed within first 10 minutes.. message: http://64.60.177.194/crash.jpg debug: http://64.60.177.194/debug.err
The morale improving resources are too powerful. By now I get +80% moral bonus. I have Tax of 100%, Approval rating of almost 100%, government spending of 100%, and I still make extra money! while AI doesn't seem to care much for this resource, they usually go for military and research. This is definite imbalance. I suggest reducing moral giving bonus.
will this game support any kind of multiplayer? at least a pbem
dude, I asked a question about this and Frogboy actually answered. You should read posts before you try stuff
can you write an article about the scoring of the game? like what things contribute how much to the final scoew
Here's another: http://64.60.177.194/graph.jpg The graph doesn't match the numbers, what's up with that? Also, question: What kind of bonuses cause planet's class increase upon colonization? and I don't mean the random event with those worms
I agree with Aeam, I'm surprised MOO people didn't come up with better UI.
I don't mind AI knowing everything, but how can it build things so fast and maintain high population? Does AI start with same population count as player? If no, then that's a cheat I don't like all the AI "cheats" should be presented to player as options during game setup
Beta C should work with save file from Beta B, right?
it happens when ship's sensor range increases. I am not sure what exactly causes the sensor range increase, but it keeps increasing out of control. Right now my survey ship has sensor range of 40