Saturday, September 29, 2007

New Stars Status

Wow! I got to use polar coordinates (I couldn't remember how to figure it out with regular geometry :)


Here we have the JOAT turn 4. The JOAT's armed probe has been refueled, and is moving along. The WM's armed probe has been spotted by the planetary scanner. I still need to work out some information hiding.

I've also implemented the last direction logic (and draw it in the GUI).

Friday, September 28, 2007

Stuff I've read lately

"The Jungle" (David Drake) - This is Drake's cover of the story "Clash by Night" by Henry Kuttner (which is at the back of the book). Not the greatest Drake (no real military action, just hacking through a very dangerous jungle). I think the most interesting part was that the two commanding officers each thought they personally were cowards, and the other man a true hero.

"Evolutionism and Creationism" (Ben Sonder) - Reviewed on my faith blog.

Wednesday, September 19, 2007

New Stars Status

Check out the scan radii!



This is turn two for the JOAT. He's scanned four planets using his built-in pen scan. I've also added his initial freighter. He is still missing his Remote Miner and Destroyer.

I also fixed the "N light years from Place" readout.

Tuesday, September 18, 2007

Stuff I've read lately

"Woken Furies" (Richard K. Morgan) - Apparently the third Tak Kovacs book. Poor Tak, he seemed to be getting his rage/father anxiety under control at the end of Altered Carbon. But things took a turn for the worse at some point and he is raging again. I'm a little disappointed in Morgan for going with the "Martians" deux ex machina. They made some interesting flavor for his universe, but I don't like them as plot elements. In fact, I think he may have killed off this storyline, which is too bad.

"Kingdom Principles" (Myles Munroe) - Reviewed on my faith blog.

Monday, September 17, 2007

Tech Level 8 Approaching!

"What do you mean, 'Tech Level 8 approaching?'"

"On a Hawkman rocket cycle. Shall I inform his majesty?"

"Idiot! The emperor would shoot you for interrupting his wedding with this news!"

(with apologies to Flash Gordon)

GURPS uses the concept of tech levels running from 1 to 16. There is a general, societal tech level, but it can also be broken out into categories like power generation, medicine, motive systems, etc. When GURPS was originally written (~1980's) first world nations were described as tech level 7.

So what is predicted for tech level 8?
  1. Computers are about 10 time more powerful. The GURPS authors beat themselves up a lot over this. Computers are probably thousands or millions of times more powerful from a frequency/number of transistors point of view. But from a functionality point of view, it's not too bad.
  2. Human cloning. This one looks on target.
  3. Prosthetics/Bionics. I think we are close on this one. The war in Iraq has been a big driver just in the last few years. We are getting pretty close to full functionality and look for prosthetics.
  4. Robots. I forget the exact capabilities for TL 8. But we are getting pretty good here. Things like humaniform and combat robots are not until TL 9 or 10.
  5. More efficient in-system space travel. I think the development of ion engines has made this possible. There is also some cool ideas in fission driven (but non-radioactive exhaust) rockets. Unfortunately, I doubt governments will do much innovation. The private sector might have some effect (but would they be allowed to develop a fission rocket?).
  6. Fusion power. Ahh, fusion power. Always twenty years away. One of the first things I researched on the world wide web (back in 1998). I'll look into this more depth.

Saturday, September 15, 2007

New Stars Status

Some good progress the last week. I discovered the "JOAT w/IFE" is actually a JOAT w/cheap engines. StructuralElement::isBuildable did not include LRT or PTR calculations.



This screen shot shows the changes in the client. I've always displayed fuel, but the engine was not giving ships their fuel. And moving was not consuming fuel. I've used the War Monger's armed probe to test running out of fuel, and initial speed selection (which ignores return trip, right now). Planetary scan also works (although you can't see it here).

Next step, I think, is to add more player orders to the Two Player test and re-create some of the other tests (fleet follow, combat, bombing, load-unload, and planetary invasion).

I will see what opportunities present themselves for adding some code useful for computer guys.

Friday, September 07, 2007

Stuff I've read lately

"Altered Carbon" (Richard K. Morgan) - This book was very well done. Morgan creates a very interesting universe. People can be saved and restored, and transmitted digitally (and FTL). Bodies are considered temporary and interchangeable (people refer to them as "sleeves"). The main problem I had was trying to understand why more people don't have backups, and why rich people only have one. Also, why there weren't more crimes that carried the erasure penalty? "Double sleeving" (being in two bodies at once) was the only crime on Earth, most colony worlds didn't have any such crimes.

"The Probability of God" (Stephen Unwin) - Reviewed on my faith blog.

Thursday, September 06, 2007

New Stars Status

Things are starting to come together. I have worked mostly on the two player test case. I ended up going after the initial fleet code.

Here is the JOAT w/IFE player (the warmonger posted previously is the other):




Note that JOAT gives all tech at 3, and IFE is good for +1. The fuel mizer is available, so the starting long range scout makes use of it (as well as the Rhino Scanner). I expect a bug, in that IT plus IFE and CE gives Prop 7, which can use Alpha 8. But for some reason, Stars! only gives the Long Hump 7. I'm not worried enough to change anything.

Note that we are not seeding the random generator, so player 1 is back at Marge :)

Thanks to John for adding in all the scanners. I had added the Bat Scanner in XML myself, but I wasn't looking forward hacking in all the others.

I also hacked up a quick tech browser in pure Tcl (using tdom to parse the XML):



Next step will be to add the tech readouts to this, and probably making it editable to enable quick fixes.

For the engine, the next step is scan. Then I will modify the tests to send the scout before the colony ship.

Saturday, September 01, 2007

New Stars Status

Some good progress on the code base. Not a lot visible, because a lot of it is in the initial conditions (making sure all players get the same mineral concentrations and minerals - trying to figure out the distribution of starting minerals).

I started work on the research control dialog, then discovered that players were not getting initial tech. I have it fixed for some of the races now.

I also took care of the initial conditions of the starting starbase (which was initially empty).

Another irritating bug was that the client would open to planetMap(0). That is just what planet is first in the client data. I've fixed it so it goes to the lowest object id planet you own.

The colonize test is looking really good. With initial minerals and factories, the colony ship builds fast, and can move and colonize in one turn. I am moving off of it for now (since the next step would be to give players the initial colony ship - which is supposed to be built with max available tech, which is the beginnings of computer players...).

I created a new two player test. This should be a base for the most of the other existing tests.

Here is the initial load of the war monger player, with a quick F5 to bring up the research panel: