> 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

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