"The Speed of Dark" (Elizabeth Moon) - I liked this book a lot. On the surface, it is a book about autistic people. But it is also a book about being different. About trying to fit in, being pressured to fit in. Not just fit in, but to be like everyone else.
And everyone knows the speed of dark is faster than the speed of light (Neverending Story 2). That's why it's dark until light gets there. Dark got there first!
"Misquoting Jesus" (Bart Ehrman) - Reviewed on my faith blog.
Wednesday, July 25, 2007
Monday, July 16, 2007
Gianormites of the World Unite!
Gianormous has made it into the dictionary! Except the dictioneers (who else compiles dictionaries?) misspelled it! Everyone knows it's giant-enormous, not gigantic-enormous. Their spelling (ginormous) looks like "djinn-or-mus". Blech!
So everyone needs to start using gianormous. Then the dictioneers can get it right next edition.
So everyone needs to start using gianormous. Then the dictioneers can get it right next edition.
Monday, July 09, 2007
New Stars Status
Ok, more progress. We almost have a game:
Here is page 2 of the New Game Wizard. I recreated the race from the colonize test (Ugly Ducklings), and made a tiny sparse game for them by themselves.
Here is the first turn in the client:
I've added 30 factories and 50 mines to autobuild. I had to fix the code to handle this. It would try to build the factories, see no G, and then skip to research. It now works. Here is 2401:
18% growth rate. 20 resources, mines are 5 per. Autobuild shows 0% done for all.
Next turn. 23,600 * 1.18 = 27,848. 23 resources gives 2 factories, and 1 at 30%. Mining rates may be off... concentrations are 80, 76, 20. I forget how to calculate it right now... Original G must of been 15 or 16.
I need to repair the regression. Lots of them have uninhabitable home worlds. The old code was more forgiving of this...
I'd also like to develop a command line version of the client (for regressions to insert player commands).
Then I will add the intervening turns to colonize test, to make it a new game -> first world colonized test. Then I can check the numbers.
Here is page 2 of the New Game Wizard. I recreated the race from the colonize test (Ugly Ducklings), and made a tiny sparse game for them by themselves.
Here is the first turn in the client:
I've added 30 factories and 50 mines to autobuild. I had to fix the code to handle this. It would try to build the factories, see no G, and then skip to research. It now works. Here is 2401:
18% growth rate. 20 resources, mines are 5 per. Autobuild shows 0% done for all.
Next turn. 23,600 * 1.18 = 27,848. 23 resources gives 2 factories, and 1 at 30%. Mining rates may be off... concentrations are 80, 76, 20. I forget how to calculate it right now... Original G must of been 15 or 16.
I need to repair the regression. Lots of them have uninhabitable home worlds. The old code was more forgiving of this...
I'd also like to develop a command line version of the client (for regressions to insert player commands).
Then I will add the intervening turns to colonize test, to make it a new game -> first world colonized test. Then I can check the numbers.
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