Archive through July 27, 2023

Star Fleet Universe Discussion Board: Federation & Empire: F&E COMPUTER PROJECTS: F&E Computer Development: Archive through July 27, 2023
By Ken Kazinski (Kjkazinski) on Saturday, March 25, 2023 - 09:10 pm: Edit

For the APT PRT box:

BattleBoard_AptPrt is set by:
(Designation = 'APT') OR
Designation = 'PTR')

By Ryan Opel (Ryan) on Sunday, March 26, 2023 - 01:28 am: Edit

FDX would also be eligible for the APT box

By Chuck Strong (Raider) on Sunday, March 26, 2023 - 03:11 am: Edit

The proper designation for Stellar Fortress (Base) = SFB not STF

X versions are:
BSX
BTX
STX
SBX
SFX

Also not that there are pacification bases for the ISC.

By Ken Kazinski (Kjkazinski) on Sunday, March 26, 2023 - 09:56 pm: Edit

Chuck the SIT files show STF for a designation, is this going to be changed?

For the ISC pacification bases the hulls are listed as the base hull sizes already outlined, so I don't think I need to include their designations in the list.

By Ryan Opel (Ryan) on Sunday, March 26, 2023 - 10:49 pm: Edit

Ken,

While I can't find the online file at this moment. The TACOPS SIT dated 26 Oct 21 corrected the Stellar Fortress designation to SFB and SFX.

Ryan

found it

http://www.starfleetgames.com/documents/Ship%20Information%20Table/ASIT-TacticalOps26oct.pdf

By Ken Kazinski (Kjkazinski) on Monday, March 27, 2023 - 10:52 pm: Edit

Thanks Ryan. Data updated.

By Ken Kazinski (Kjkazinski) on Thursday, April 13, 2023 - 01:48 am: Edit

For the Commercial Convoy box:

BattleBoard_ConvoyCommercial is set by:

(Designation LIKE '%Commercial Convoy%')

Are convoys considered commercial convoys?

I was going to use (Notes LIKE '%414.%') OR (Notes LIKE '%443.%')" but this included the Federation NAC and the WYN Ftr-Depot.

On the 2023 battle board there is a Civilian Convoy and Commercial Convoy slot, are these the same?

By Ken Kazinski (Kjkazinski) on Thursday, April 13, 2023 - 02:20 am: Edit

For the Military Convoy box:

BattleBoard_ConvoyMilitary is set by:
(Designation = 'MC')" OR
(BuildCostOrSubstitution LIKE '%526.1%')

By Brian Klotzman (Briank) on Friday, May 12, 2023 - 12:01 pm: Edit

Hello my friends! I know its been awhile (work has been insane...) but I have made progress on the project. I now have the basics of operational movement complete and reaction movement is partially there....more importantly both are working with multiplayer across network....so yeah!

Brief video for you....this shows forming a stack of units and moving them, both zoomed in and showing mulitplayer.
Has capturing provinces and disrupting provinces
then I show the reaction movement part and causing units to get pinned as a result.

note right now recation is only for ships, so you won't see the fighter reactions that could have happened in this video...that is next on my todo list.

Oh and Chuck I saw your note and sent you an email.

video is here: video on youtube

By Alan De Salvio (Alandwork) on Monday, May 15, 2023 - 12:52 pm: Edit

It is beautiful.

By Patrick Sledge (Decius) on Tuesday, May 16, 2023 - 08:15 am: Edit

So it does looks cool so far... but it does make me wonder if there is there going to be a 'skip animation' function for moves with no possible reactions? The hex-by-hex move makes sense when reaction opportunities are available, but I could see that getting a little tedious if I'm just shuffling ships around inside the Fed core or something.

By Brian Klotzman (Briank) on Friday, May 19, 2023 - 03:22 pm: Edit

Thanks y'all.

Patrick, I hadn't considered that, but I do like the idea....certainly with all the testing I do being able to the skip them would make my life easier too...lol

So as for updates....I've started working on Combat. All of the Withdrawal sub-phase is now coded. Gives the option to withdrawal, to oppose withdrawal and then lets you select which ships to withdrawal and enforces all the remaining flagship rules and allowed retreat hex rules (except supply, I haven't finished the supply rules yet).

I'm going to try to get thru substeps 2 (bases) and 3 (battle formation) before my next video post. I have to go to Austin this weekend for a kid's dance contest so realistically its probably next weekend before I have that...assuming things go well

By Brian Klotzman (Briank) on Friday, May 26, 2023 - 03:46 pm: Edit

ok y'all here is the latest update. I made some improvements to the networking side for reaction movement to work a little cleaner and I started on Combat.

Right now it handles steps 1, 2, and part of 3.
The defending player can chose to withdraw
The attacker can oppose or not
It will automatically determine the most number of ships that can withdraw based on the situation.

Then it evaluates for approach battles (single base only right now)

Then both sides select flagships and can build out their battlelines.

Like I said right now its only the basics of step 3...no support units or formation bonus or anything like that yet....

I'm going to finish out the rest of combat and then I'll start adding in all the "specials"

Here is a video:
Link to Video on YouTube

By Richard Eitzen (Rbeitzen) on Friday, May 26, 2023 - 06:20 pm: Edit

Does it deal with command advantage?

By Steve Stewart (Stevestewart) on Monday, May 29, 2023 - 02:57 pm: Edit

Wow - I'd pay good money for this!

By Steve Cole (Stevecole) on Tuesday, May 30, 2023 - 12:18 am: Edit

So would I, and I mean that in a business sense.

Don't let Jean see you mis-spell "independent".

By Kevin Howard (Jarawara) on Tuesday, May 30, 2023 - 11:02 am: Edit

Looking great, but I may have spotted a problem.

In the video, you move a stack of ships - the movement you plot would follow the path of 1616-1517-1416-1317-1216-1117-1017.
But the computer simplified that to 1616-1517-1417-1317-1216-1117-1017.

An enemy fleet positioned in 1319 would not have been able to react to block the plotted movement, but it would have had time to react and block the movement to the actual moves done.

The computer cannot be allowed to "simplify" the movement - it must follow the space by space plot.

By Mike Erickson (Mike_Erickson) on Tuesday, May 30, 2023 - 05:23 pm: Edit

Mathematically, this is a known behavior of hex grids. Given two hexes, there can (but not always) be more than one shortest path between the two.

--Mike

By Kevin Howard (Jarawara) on Tuesday, May 30, 2023 - 07:17 pm: Edit

Yes, but we don't want the shortest route. Sometimes I want to take a roundabout route in order to limit or affect the reaction of the defenders. Can you turn off the "shortest path" calculation?

By Brian Klotzman (Briank) on Friday, June 02, 2023 - 02:59 pm: Edit

Thanks y'all....and SVC very honored to hear you say that. I'd love to talk more with you about that.

I did fix that spelling error :)

Richard...right now focused on the "vanilla" rules form the basic set (2010 edition). I do want to add everything at some point, but needed to scale back from my original ambitions just to get it done. I am trying to add support for the advanced rules (like BIR)

Kevin...you can actually chose the exact path the units take, but by default it will take whatever is the mathematic shortest route. But yes if you want to move through a specific set of hexes you can certainly do that.

Ok for today's update, short 2 min video I've added determining the BIR and then handling the directed damage sub-step.... Don't judge my choice of targets in the video, just trying to demo the feature...lol

(oh and yes I see the pink square that showed up, but I'm about to head out camping with my oldest daughter so that fix will have to wait till I get back home)

Video on YouTube

By Brian Klotzman (Briank) on Friday, June 30, 2023 - 03:15 pm: Edit

just a quick update...

I've finished the "vanilla" version of the combat phase.... by that I mean you can go through all the steps until the battle is over (either via retreat or all killed) but only for general warships....no support for things like maulers or carriers yet.

I also got the retrograde phase completed.

I added in the planets
I went back and cleaned up a lot of the economy phase stuff to make it more performant over the network....and to handle some of the changes I made to base units & provinces during the combat phase

right now I'm working on making similar clean ups in the shipyard phase

I will try to get a video out this weekend, but I'm leaving town for two weeks and don't know if I'll have time before I leave or not.

When I get back home I'm going to get PHases 8, 9, and 10 done so it will then techincally be possible to make it thru the whole game.

Of course then I need to add in all the other ship types with their special rules....and deal with the one big giant glaring thing I've been waving my hands at so far.... supply and partial supply grids :)

Anyway if I don't make it back here tomorrow to post a video.... I hope all of you have an amazing 4th of July...

By Lawrence Bergen (Lar) on Friday, June 30, 2023 - 05:32 pm: Edit

Happy 4th!! If you dont get the video up before please post it after

By Alan De Salvio (Alandwork) on Monday, July 17, 2023 - 08:15 pm: Edit

Supply is easy (cough)

By Brian Klotzman (Briank) on Thursday, July 27, 2023 - 12:24 am: Edit

Ok finally had a chance to record a quick video. this one covers a lot of changes...


finished basic combat
added retrograde movement
added planets
reworked survey
reworked mothball activation
reworked building units
added some tool tips
network performance improvements

Video on YouTube

By Sam Benner (Nucaranlaeg) on Thursday, July 27, 2023 - 05:33 pm: Edit

Looks fantastic! Retrogrades probably don't need to go one hex at a time (or, at least, they don't need to pause on each hex).

I don't know if you have any desire for collaboration... I'd love to help out if you're game. I don't have experience with unity, but I do with C# in general.

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