On Thu, 24 Apr 2008, Steve Goodwin wrote: > Hi all, > > Slip of the finger with the previous message. > > New guy here, I've been poking TP with a view to playing with creating > a ruleset. The idea of a framework that people can use is a great one.
Welcome. > A variety of questions have come up, if some one could answer or point > me in the right direction for an answer, it would be much appreciated. > > > - Is the turn description found here: > http://www.thousandparsec.net/tp/dev/documents/turn.php up to date? Each ruleset can have it's own turn processing. turn.php documents no particular ruleset. > There are a couple of things about it I dont understand: > - What are steps 1 and 13? The text suggests that things(Ships > I assume) move, but the movement steps are 3 and 11 This document is from very early on when we were discussing things like having orders (commands to objects) take some time to reach the object they are for. No ruleset implements this and it would be difficult to do in the current framework. > - The sequence suggests that there are two back to back rounds > of combat, one at the end of the first turn, the next at the start of > the second turn, is that correct? The first one is from planetry bombardment. The second is ship to ship combat (iirc). > - The movement steps, 3 and 11, say that there are three > different types of engine, is that built into the framework? How do > you indicate what type of engine a ship has? The design should indicate. To the protocol, there is no difference between the different engines. It is just behaviour of Warp, Jump and Link (gravity well drive) (or whatever they are called) orders. > - Once a fleet reaches a star system, is it in the system container? > Can it move between planet containers? Or am I barking up the wrong > tree? Ruleset dependant. Depends. Minisec supports planets as the smallest containers, RftS has systems as the smallest containers. > - One of my objectives is to learn a bit of Python, so its that > server that I was interested in. The current release of the python server > seems a bit primative compared with the CPP server, are they in step? Is > development work still going on the python server? I'm trying to get it > running at the moment, dependancy problems, but if the python version is a > dead end, I'll switch tracks. Both servers are in development. Each has it's advantages and disadvantages, and the have different approaches. Mithro could give more details on the python server. > Thats probably enough for the moment. > > Steve G > (Me? err, UK based, older than I like to admit to, its been a long time > since I've coded for a living. Most recently I've been playing Second Life, > creating objects with artificial behaviours such as steering and flocking > etc (Think insect level AI)) Cool. Later Lee
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