> That's the Plotter's work. I used CappedMixingPlotter for that - it mixes > colours of regions proportionally to relative strenghts of each players' > influences. Non-mixing Plotters, where the colour is of the strongest > player, don't look so good here, because the planets all have the same value > and borders are ugly straight lines :)
I would still like to see them :P > > For fleets it should be pretty easy to assign a strength value, for > > planets, http://www.thousandparsec.net/tp/dev/documents/minisec.php > > Hmm, fleets are not really a "territory", but it might look interesting :) > Starmapper doesn't support moving nodes, but for TP each session involves > only one turn, so it's not a problem here... Okay. > > Normal planets are considered to be equivalent to 2 battleships. Home > > world planet (The planet you start with at the beginning of the game) is > > considered 5 battleships. > > > > There is no standard way to detect home worlds, on tpserver-cpp look for > > a homeworld resource. > > Hmmmm. But this is a formal concept in the game? Not sure what you mean by "formal concept". When doing a battle, planets act identically to either 2 or 5 battleships (depending on if the planet is a homeworld or not). > >> One final thing: the model connets to the server and gets the object on the > >> fly, but be careful to be quick, before it gets hit by an unexpected (and > >> unasked for) TimeRemaining frame. Is this frame supposed to appear even > >> when > >> I didn't ask for it? > > > Yes, Thousand Parsec supports async frames from the server (which you > > should notice have a Sequence Number of zero). > > Oh, good to know :) I see some support being added to libtpproto-java :P Mithro _______________________________________________ tp-devel mailing list [email protected] http://www.thousandparsec.net/tp/mailman.php/listinfo/tp-devel
