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). _______________________________________________ tp-devel mailing list [email protected] http://www.thousandparsec.net/tp/mailman.php/listinfo/tp-devel
