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Puchase and install options
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Maico
Joined: Wed Apr 13, 2011 11:39 am Posts: 91
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Currently if we want a new module for our ship we must install it. This means we must uninstall other modules to just fit the new one we want. This is fine if we plan on using the module right away but that is not always the case. For instance what if you wanted to set up a hacking build as well as a combat build? you would have to uninstall your combat build to get the hacking build installed. But you dont want to use the hacking build quite yet, you'd rather just spend the money and be able to equip when you're ready for the extra scan/cloak.
Purchasing straight to cargo makes more sense then instantly installing it anyways.
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Mon Oct 17, 2011 7:28 am |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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is there any particular reason why u want to set up a build for "later" instead of set it up when u plan to use it?
_________________ 当所有传奇写下第一个篇章 原来所谓英雄也和我们一样 私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ
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Mon Oct 17, 2011 7:35 am |
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Lone.Lycan
Joined: Wed Nov 10, 2010 2:44 am Posts: 3751
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maybe just a confirmation when you're out of deck space...
"You do not have enough deck space to install this module. Would you like to add it as an uninstalled module? [yes]/[no]" and then "You do not have enough cargo space to add this as an uninstalled module. Add more cargo space and try again."
i've said this in a similar thread and i'll say it here too.... remember... uninstalled modules still cost you upkeep... if you're going to use a scanning configuration less often than once every 10 days, it's best to just buy them all at once when you need them,.. then sell them when you're done...
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what i'd like to see are configurable ship builds for quick configuration swapping... though that type of feature would be quite a bit of coding... and people will end up having to repair modules more often because they're forgetting about the damage on uninstalling... and there would have to be a good way to handle swapping to a config that lists some 100% broken modules in it
yep.. lots of code... don't think we'd see that sort of feature coming anytime soon
__________________________ 
Officer Namba1 of The Unknown, Lv.666+ Dark Smuggler

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Mon Oct 17, 2011 7:46 am |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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Well, here is how I would go about a config swap system: First, you can only save a config that is currently equipped, once it is saved, the system will record down all the current module. Note that I mean the specific modules, if you sell&rebuy one, it won't work for the newly bought one.
Second, when you wish to swap an module, it will first run a test, to see if after all un-listed module are uninstalled, and all listed ones installed, would you have enough cargo. If not, it is aborted with a warning msg "insufficient cargo for config change" If there is enough, proceed to step three
Three, if any module is in need of a repair, display msg "some of the configured module are damaged, would you like to repair them so you can proceed with this change? If click yes, then all such modules are repaired, and all are installed. if not, then abort the change. If there is no need to repair, just do the config change immediately, downing the condition of all modules switched off by this at same time.
The reason I perfer specific module being "tapped" for a save as opposed to saving "x of this type of module, and y of another" is because the latter would require dynamic coding to sort through ur modules. It can be done ofc, but it is a bit more complex coding wise(although "cheaper" on memory and possibly shorter on code length, just more complex in term of structure) and it can cause problems in case where you have more than the saved amount around.
Secondly, as you can see, I said just install all "listed" module, not the complete saved config, that means in case you have sold some of the modules in a config, the system will simply install the ones you still have if you use this config
I have actually seen quite a few games that run a config on this system, and it seems to work nicely.
I can't quite use this because i'm fighting for cargo space still.... maybe i should dump some of my useless artifacts... but it would be a nice addition anyway
_________________ 当所有传奇写下第一个篇章 原来所谓英雄也和我们一样 私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ
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Mon Oct 17, 2011 9:00 am |
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Lionstail
Joined: Tue Mar 29, 2011 3:22 am Posts: 1
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+1
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Mon Oct 17, 2011 2:50 pm |
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destroyer43
Joined: Sun Jun 12, 2011 11:01 pm Posts: 2072
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Lone.Lycan wrote: what i'd like to see are configurable ship builds for quick configuration swapping... though that type of feature would be quite a bit of coding... and people will end up having to repair modules more often because they're forgetting about the damage on uninstalling... and there would have to be a good way to handle swapping to a config that lists some 100% broken modules in it
yep.. lots of code... don't think we'd see that sort of feature coming anytime soon I would be in favor of this, sometimes I forget to uninstall my ion pulse balistaes are don't install all of my relays. if it would take some coding, dan could ask a company called bigpoint for help as they've made a different space themed game called darkorbit that does have configurations in the coding.
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Mon Oct 17, 2011 3:32 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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= =;; go learn programming, DO's config isn't a real "config" system, it's just a character that have 2 sets of gears equipped at same time at best... "space game" have nothing to do with similarities in term of coding. There is, in fact, a martial game that is EXACT replica, in term of codes, of a space game. All that's different? words used(in term of display) and images. That is IT, nothing more.
"space game" have nothing to do with it.
here is some psudo code(well... more like a suggested logic system..) for it, I can't write any code because I don't know what data base structure it's using.
all "module" in below means modules that u can install/unistall, does not include the passive mission-completion ones
Save config: save the number of each type of module in an arraylist, with elements being an object that record 2 info, type and number(of module of that type) that are currently equipped.
use config: calls up the specific arraylist Create a "image ship" that have all the current condition of the current ship(but for this run, ignore broken conditions of the modules), and perform: uninstall all modules, then run through arraylist to install save module up to the number indicated on the arraylist. when this is done, check current condition, if cargo is not overflowed, than proceed, if it is overflowed, return insufficent cargo error. (note deck can only increase, so that's never a problem)
(this is after successful check from above) create an image ship with unlimited cargo but same everything else(cargo is checked above and should not be a problem at end of config) first uninstall everything that is not on the arraylist. For this, we can first create an arraylist of types only, and check contains variable. on second pass, check each module on ship and the number already installed, if the installed amount is above saved amount from the arraylist, uninstall one or more at random until the number matches. on third pass, check the saved config arraylist against the ship, if there is insufficent number(include 0) of any type of module installed, go to cargo and install as many copy as you can or up until the number saved in the config. If any of those modules are 100% broken, return msg "do you want to repair XXX module" if yes, repair and proceed forward(repair is also done on real ship regardless of future operation, this is to prevent future "stops" causing some of your actions ot go poof) if no, stop. At this moment, the ship should have as close to the orginal config as possible(only thing missing are modules that were sold) Make image ship max cargo equal to real ship max cargo. replace real ship with image ship.
I think the above logic flow will minimize the amount of "damage" your modules will take, as it won't do any uninstall-then-reinstall on any real piece of module(only on the first "check" image ship, which are not saved in anyway) again, it's just the logic flow of the mechanism, so barely a psudo code if anything~ I don't even know how the ship modules are stored in DB. An arraylist of module object perhaps? In any case, the above structure should do the job as good as any can
But meh.... the BP config system is so much simpler.... all you gotta do is keep track of # of each module used in each config and the number you have in total at a time. that is all... no conditions no nothing... with the small number of different things in that game, you might very well do it with a DB structure of only 3 columns of numbers with each row dedicated to one type of gear. Any half arsed programmer can do it in 10 min(granted... that won't be the most data efficent method... but hey~)
the closest thing I've seen to a potential "config" of this game is kfk(not saying full name as it's against ToC I think) mirage gear system, and like almost every other game... that is "spot limited" as opposed to "cargo/weight" limited, which presents very different things...
_________________ 当所有传奇写下第一个篇章 原来所谓英雄也和我们一样 私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ
Last edited by Uy23e on Mon Oct 17, 2011 5:02 pm, edited 1 time in total.
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Mon Oct 17, 2011 4:22 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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Well, in GML code for config system if config==1 { { if weapon1.config1==1 { if weapon1.broken==0 } weapon1.installed=1 } if weapon1.config1==0 { if weapon1.installed=1 { weapon.damage+=-1 weapon1.installed=0 } } (and continue for every module, and repeat for config 2) } And you would have to do that for every module, researched or otherwise, you can have on your ship. A couple of hundred modules. Ain't going to happen. Just thought I'd share that.  I don't know the coding that GL runs in, but I suspect that the method would be the same/similar, although the code would be different.
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Mon Oct 17, 2011 4:36 pm |
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