Cores for R5

Development areas for Allegiance core (IGC) design.
KGJV
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Post by KGJV »

madpeople wrote:QUOTE (madpeople @ Sep 8 2007, 07:15 PM) more pre/def numbers too, 65 536 should easily be enough but 4 294 967 296 (4 bytes = int data type = 32 bits) could work too /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
code change, not core change /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Currently, tech numbers are stored in cores and transmitted between server and clients using "huge bitmasks".
400 possible numbers means it's 400 bits (= 50 bytes) because we use 1 bit per number.
All objects except projectiles have at least 2 sets of 400 bits (stations have 3 sets).

4 294 967 296 diff numbers would require 4 294 967 296 bits, that's is 536 Mbytes just for 1 set... no way /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />

Eventually we could change code by not using "huge bitmasks" but a dynamic list of numbers instead but this might impact network traffic a lot.
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KGJV
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Post by KGJV »

madpeople wrote:QUOTE (madpeople @ Sep 8 2007, 07:15 PM) code change, not core change /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Well all core changes require code changes ... /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />
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KGJV
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Post by KGJV »

madpeople wrote:QUOTE (madpeople @ Sep 8 2007, 04:58 PM) well, faction attributes
why not add ship mass faction modifier (changing every belters ship is a bit annoying)
payday GA and ship mass GA cant be so bad... (for examples)
Ah yeah new GAs, i misunderstood you and thought you wanted '"current" GAs everywhere' not only on devel & faction like now.

Of course new GAs are good /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

So, so far we have:

- mass
- ship energy regen
- fuel
- ammo
- missile range (lifetime)
- hull regen
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Tontow
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Post by Tontow »

Add Disabling Local/Pre/Def bits that turn bits off when enabled and bits on when disabled. That way if you can limit tech paths. IE: If I get a Sup, then Exp and Tac can’t be built.
Also (this kind of goes with my first suggestion)
Multiple “Override Byâ€
KGJV
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Post by KGJV »

[quote="tontow"]QUOTE (tontow @ Sep 8 2007, 08:12 PM) Add Disabling Local/Pre/Def bits that turn bits off when enabled and bits on when disabled. That way if you can limit tech paths. IE: If I get a Sup, then Exp and Tac can’t be built.
Also (this kind of goes with my first suggestion)
Multiple “Override Byâ€
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Andon
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Post by Andon »

What I think he meant would be a combination:

You'd have the Garrison, which allows upgrades to Tac/Gar, Exp/Gar, and Sup/Gar - You invest in one of these. All of them override the Garrison, but they all disallow the other ones to be built.

As for my last post - If you delete Booster 1 in the core, then the core crashes. If you make ICE so it can't delete items that would make the game crash if they are not existant, it would be very handy
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KGJV
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Post by KGJV »

What about splitting some GAs into sub-GAs ?

For instance 'sensors' GA could be split into 'ship sensors', 'base sensors', 'probe sensors' GAs.

This keeps backward compatibilty (just set the actual devels to change the 3 new GAs with same value) while allowing for new devels (one that greatly increased base sensors for instance without changing ship & probe ones).
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KGJV
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Post by KGJV »

Andon wrote:QUOTE (Andon @ Sep 8 2007, 08:32 PM) As for my last post - If you delete Booster 1 in the core, then the core crashes. If you make ICE so it can't delete items that would make the game crash if they are not existant, it would be very handy
This goes in ICE II topic not here.
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Adaven
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Post by Adaven »

splitting would be good, especially pw/ew damage
Andon
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Post by Andon »

KGJV wrote:QUOTE (KGJV @ Sep 8 2007, 02:47 PM) This goes in ICE II topic not here.
Well, wouldn't the core need something to 'flag' the certain items?
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