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Member Since 25 Nov 2005
Offline Last Active Today, 04:52 AM

Posts I've Made

In Topic: How to avoid "stacks of doom" in 4X? (Part 2)

27 August 2015 - 03:32 AM

A variant of area of effect weapons: severe explosions when ships are destroyed, imposing large safety distances (which the player could ignore to intensify attacks).

In an abstract combat system, just make fleet attack strength proportional to the cubic root of the ship count or similar formulas, to make stacks of not-quite-doom less useful than splitting forces to fight multiple battles fronts.

In Topic: Redistribution speed

25 August 2015 - 02:13 AM

I would consider simulating travel times and intermediate locations for reinforcements moving from planet to planet, even without simulating the spaceships that are used to transport them.

A model in which, every turn, there are convoys transporting reinforcements in certain deep space locations and currently en route to a certain place allows more realistic decision making and more meaningful policies. For example:

  • You can define a virtual "road network", which also implies distances between planets: quite a richer topology than with instantaneous travel.
  • When does planet X need reinforcements? Which reinforcement convoys can get there on time? Of these, which ones should be rerouted to planet X and which ones are needed elsewhere? It becomes a fairly simple constraint satisfaction problem.
  • Apart from troops actually needed for planet duty (exploration, maintaining order etc). most troops would be needed to fight invasions and they would "hover" in convoys that can reach any of a few nearby planets quickly enough to react to attacks (coming from similarly slow fleets). Only remote planets would have large forces committed exclusively. Planets would form clusters sharing deep-space troop reserves; depending on sensor quality and enemy speed, clusters could be mostly overlapping, mostly single planets, or something in between (and more varied).
  • Especially if you treat troop transport starships as a free unlimited resource, there is a clear guideline for deciding how many troops leave planets: as many as possible, because sharing them with another planet is strictly better than leaving the other planet less defended.
  • There's also a clear guideline for where to send them: towards the parts of the empire with less troops and more threats, for example maximizing the size of the enemy fleet required to conquer the weakest planet.

In Topic: Distance between two trajectories

22 August 2015 - 03:06 AM

In case 3, you are integrating wrong, losing the t and t^2 factors from the force terms (which are dimensionally incorrect) which would indeed make x(0)=x0.

In Topic: Turning the ship around...

19 August 2015 - 06:10 AM

Common sense suggests studying mechanical engineering (without overly specializing in the oil sector) or something closely related and in demand, and making games as a side project.

In Topic: Objects distribution within concave polygon

17 August 2015 - 06:06 AM

Good distributions depend on the nature of the things you distribute; often you can define a simple geometric problem to solve.

For example, if you are placing 360° security cameras with unlimited range, you minimize the number of cameras to watch the whole room if you decompose the polygon into the minimum number of star-shaped pieces and you place a camera anywhere in what Wikipediacalls the "kernel" of each piece.

Distributing guardians in the same way would be good for detecting intruders, but you would end up with too few people (often only one) if the polygon has an easy shape and with no guarantees of balance if there are many obstacles; assigning an appropriate number of guardians to each entrance and simply placing them in front of it (e.g. strung along the curve that lies at a certain distance from the entrance, at appropriate distances from other walls and between each other) would be more effective.