The three issues below haven't really been resolved, and I do need
them resolved sooner rather than later, to be able to make good
progress. I'd appreciate feedback :)


On Thu, Jun 26, 2008 at 2:06 PM, Victor Ivri <[EMAIL PROTECTED]> wrote:
>>> > Another quick question: can anyone provide mapping between
>>> > ship-types (integer), and the actual ship type (mk 1 - mk 4, scout,
>>> > colonist) ?
>>>
>>> You probably wanted to send this to the mailing list?
>>>
>>> Otherwise it's probably generated automatically...
>>>
>>>        nash
>>> -------------------------------------------------------------------
>>>
>>> Hm, TP03 protocol specifies (and I have a feeling that it won't
>>> change) a -numeric- type for ships. E.g., I can have a fleet of 15
>>> type 1s, 4 type 3s, and 2 type 6s. What I need to know, is how to map
>>> these numeric types to logical ones (mk1-4, transport, scout). Does
>>> anyone know the exact mapping?
>>
>> The mapping is up to the server at run time.  It may hard code it, the 
>> numbers
>> may be per-player at creation time.
>>
>> For example in minisec using tpserver-cpp:
>>        Player 1 scout: 1
>>        Player 1 frigate: 2
>>        Player 1 destroyer: 3
>>        Player 2 scout: 4
>>        ...
>> Each id is allocated when the player joins the game.
>>
>> So basically you need to discover the numbers yourself at run time - most
>> likely by finding designs by name.  Working out which is yours needs to be
>> done by seeing what you can build.
>
> Hm, I was actually hoping for a hard-coded mapping I can, in turn,
> hard code into the client :-/. Otherwise, I'll be going in a tangent
> that's not really productive for my project (nor for meeting deadlines
> :) . Xdotx, perhaps there's still hope? ;)


Nash, you said that I need to check the designs, but in a separate
thread in tp-devel (Re: [tp-devel] Goals for mid-term evaluations -
Does RFTS have designs?) Mithro wrote:
On Wed, Jun 25, 2008 at 12:03 AM, Tim Ansell <[EMAIL PROTECTED]> wrote:
> I believe that RFTS does not use the design stuff in Thousand Parsec,
> so we can ignore that for now (it will be needed in the future for
> completeness).

Now it seems as if it really should be hard-coded in the ruleset. Tyler?

>
>>
>>> Also, I've got a couple of other questions that popped up as I was
>>> playing the game:
>>>
>>> Whenever I colonize a planet, it has 0 RPs, and the situation -never-
>>> changes, which means I can't produce anything on it. Does anyone know
>>> why this happens, and how to remedy it?
>>
>> /me thinks this sounds like a bug.  xdotx this one is yours...
>
> I was hoping it wouldn't be a bug, but a misunderstanding on my
> side... But no matter how many colonists I send to a planet, after
> they land they miraculously disappear (0 colonist resources), and
> there's no Resource Points either, although it says that I'm the
> owner. Has anyone else encountered this? Or even better, has anyone
> else encountered successful colonization of a planet, where the
> colonist units remain intact, and RPs start to accumulate thereafter?
> Tyler (xdotx), what's your opinion?
>

Any feedback on this issue?

>>
>> Else check the code ;-)  Is the owner set correctly?
>
> This was initially data from tpclient-pywx, but my client confirmed
> this. Otherwise, the clients seem to agree on info.

Still true.

>
>>
>>> Another question, regarding "mineable" resources. Is the "mineable"
>>> quantity the limit to the amount of resource I can purchase in the
>>> current turn, or in general throughout the game? (My intuition is the
>>> first one, but i need to be sure).
>>
>> No idea... ;-)
>
> anyone?

still, anyone? ;)

>
>>
>>        Regards,
>>        nash
>>
>
> Thanks for the help, nash.
>

Cheers,
-- 
Victor.

Truth is greater than ten goats (Nigerian proverb).
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