Avaerilon
Member State
The Royal Cartographer, Peritus Scriptor Litterarum
Former Delegate, Minister of DA and Registrar of the Court
Posts: 6,518
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Post by Avaerilon on Aug 20, 2012 20:11:52 GMT
Details, details...
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Post by Kingdom of Grolsch on Aug 20, 2012 20:42:40 GMT
Cray sells a personal supercomputer, desktop style. I believe it sells for only $40k - $65k. That will still give you a computer with 8 to 16 ultra-powerful cores.
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Avaerilon
Member State
The Royal Cartographer, Peritus Scriptor Litterarum
Former Delegate, Minister of DA and Registrar of the Court
Posts: 6,518
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Post by Avaerilon on Aug 20, 2012 21:01:13 GMT
16 cores?! ;D
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Post by North American Republics on Aug 21, 2012 0:53:19 GMT
Finally, beta updated. Some features were removed, though. It's all explained in the help file (either text or html) and more. If you are a masochist and want to go through my code, it's been put up on the first page. That's it for me tonight.
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Post by North American Republics on Aug 21, 2012 11:28:29 GMT
Actually, Grolsch, could you explain the difference between rain and snow? It really isn't that hard to implement once you have some groundwork set. This is basically how weather operates:
int weather; if(terrain == 'p') { tab if(season == "spring") tab { tabtab weather = rand() % 100 + 1; tabtab if(weather > 50 && weather <= 85)) tabtab { tabtabtab army_size1 = (infantry1 * 0.50) + (armour1 * 2 * 0.5) + (fighter1 * 2 * 0.5) + (bomber1 * 4 * 0.5); tabtabtab army_size2 = (infantry2 * 0.50) + (armour2 * 2 * 0.5) + (fighter1 * 2 * 0.5) + (bomber2 * 4 * 0.5); tabtab } tabtab else if(weather > 85 && weather >= 95) tabtab { tabtabtab army_size1 = (infantry1 * 0.05) + (armour1 * 2 * 0.05) + (fighter1 * 2 * 0.05) + (bomber1 * 4 * 0.05); tabtabtab army_size2 = (infantry2 * 0.05) + (armour2 * 2 * 0.05) + (fighter2 * 2 * 0.05) + (bomber2 * 4 * 0.05); tabtab } tabtab else if(weather > 95 && weather <= 100) tabtab { tabtabtab army_size1 = (infantry1 * 0.50) + (armour1 * 2 * 0.5) + (fighter1 * 2 * 0.5) + (bomber1 * 4 * 0.5); tabtabtab army_size2 = (infantry2 * 0.50) + (armour2 * 2 * 0.5) + (fighter1 * 2 * 0.5) + (bomber2 * 4 * 0.5); tabtab } tabtab else tabtab { tabtabtab army_size1 = (infantry1) + (armour1 * 2) + (fighter1 * 2) + (bomber1 * 4); tabtabtab army_size2 = (infantry2) + (armour2 * 2) + (fighter2 * 2) + (bomber2 * 4); tabtab } tab }
Also, if you want to indent, type in "tab", leave a space after that, and then continue typing.
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Post by North American Republics on Aug 21, 2012 13:40:39 GMT
I present to you all, an updated beta (available from the first post). Read one of the help files, they do help in understanding it, somewhat. :P
Also, you need to leave the structure of army.txt the same, but you can change the terrain through the program rather than opening up the file and putting a terrain code in there. It's been like that since beta 2.0.0.
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Post by North American Republics on Aug 21, 2012 19:38:26 GMT
Finally, I have updated it rather substantially, I believe. You are now able to directly change the name of the attacker and the defender (and the run window is customized now), you are now also able to directly change the season and all from the main window! The help file has become more helpful and the code has been cleaned up a bit.
Fun fact #7: main.cpp has 1262 lines of code!
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Post by Kingdom of Grolsch on Aug 21, 2012 21:09:18 GMT
I'll explain the differences between rain and snow tomorrow, it's almost midnight here so I'm tired. ;)
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Post by North American Republics on Aug 21, 2012 21:17:29 GMT
That's fine. I can't wait. I'm rather close to finishing what I envisioned and will be taking suggestions once I can implement naval and air battles along with different units (attack aircraft, multirole, cruisers, destroyers, submarines, frigates and/or corvettes). Any suggestions will be welcomed!
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Post by North American Republics on Aug 22, 2012 14:59:58 GMT
The beta has been updated once more. I have added a brand new menu item that allows you to edit (almost) every value in army.txt from the program itself! The values still missing are fighters, bombers, battleships, and carriers. Aerial units because it took a while to get the others working and the naval units because I have not added naval battles yet. You have to press the button next to each box to register the value. No confirmation will come up, but you can edit it in any way you please, except for the unit values. Only numbers are allowed there.
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Post by North American Republics on Aug 22, 2012 16:04:56 GMT
Updated beta! I added fighter and bomber editing functionality. I also fixed a bug when editing infantry levels.
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Post by Kingdom of Grolsch on Aug 22, 2012 18:36:26 GMT
Actually, Grolsch, could you explain the difference between rain and snow? It really isn't that hard to implement once you have some groundwork set. This is basically how weather operates: Ok, sure. Nature makes the decision on whether there'll be rain or snow based on many variables. Only two of them are important enough to know: temperature and humidity. High humidity levels result in rain, as do medium humidity levels. Low to medium humidity results in snow, while low humidity results neither in rain nor in snow. I have found this little diagram in which you can see when snow can be produced by nature and the resulting kind of snow. Not all kinds of snow are the dendrite kind. ;) Attachments:
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Avaerilon
Member State
The Royal Cartographer, Peritus Scriptor Litterarum
Former Delegate, Minister of DA and Registrar of the Court
Posts: 6,518
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Post by Avaerilon on Aug 22, 2012 18:40:32 GMT
Nature is amazing ;D
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Post by North American Republics on Aug 22, 2012 18:45:25 GMT
I meant when it came down to vehicular performance... :-[
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Post by Kingdom of Grolsch on Aug 22, 2012 19:10:16 GMT
Ok. Then it'll take me one more day, sorry. :P
However, you can use the diagram to determine when it will snow/rain :P.
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Post by North American Republics on Aug 22, 2012 19:22:36 GMT
So now I have to make an actual weather simulator too?! XD *starts to code in temperature and humidity* ... Temperature might not be that bad, actually. I'll see what I can do about humidity, as I think that that will be harder to implement. Temperature can be another random number generator bounded by the season that's used. In summer, on the plains*, temperatures can range from what, 70°F - 100°F** and so on.
*City terrain type! How could I have forgotten about that! **Should Celsius or Fahrenheit be used? I think that I'll use Celsius.
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Post by Kingdom of Grolsch on Aug 22, 2012 19:52:22 GMT
Sure. Weather impacts le battlefield a lot. You can use both, if you add a line to the settings file and change your code accordingly.
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Post by North American Republics on Aug 22, 2012 19:55:07 GMT
I'm in for some more work. 8-)
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Post by Kingdom of Grolsch on Aug 22, 2012 20:13:52 GMT
Ok. I'll post scientific research tomorrow. That should keep you busy for some time.
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Post by North American Republics on Aug 22, 2012 21:28:28 GMT
You know, I was going to do this today, but I'll wait for the research. :P
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Post by Kingdom of Grolsch on Aug 23, 2012 21:52:12 GMT
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Post by North American Republics on Aug 23, 2012 22:18:41 GMT
That will keep me busy...
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Post by Kingdom of Grolsch on Aug 24, 2012 20:13:45 GMT
Unfortunately, my colleagae from R&D have indicated only our proprietary research as well as our research in cooperation with universities and government has some degree of quality and sophistication when talking about the effect of snow on vehicles. This means that I am not in a position to publish it. I will ask someone else Monday, but I am unsure of the result.
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Post by North American Republics on Aug 24, 2012 23:42:23 GMT
lol, that's okay. You don't have to. I'm going to put this on a hopefully short hiatus as I rush to complete school work that is due in September that I have been neglecting :P
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Post by North American Republics on Nov 2, 2012 13:56:13 GMT
I'm back and coding again! I've finished a very basic "battle engine" that changes how battles are fought in the program and I've uploaded it (see first post). I think that it's a bit easier to work with than before (for me at least) and I will continue adding functionality to it slowly, to ensure balance and a light workload for me. The only things that are currently in there are the amount of infantry in the battle, the amount of armour in the battle, the power of your artillery (howitzers, mortars, etc.), attacker and defender names, primitive weather, and basic terrain (hills, plains, mountains, valleys)(It's explained in the README).
Fun fact: I spent about two hours coding it - from scratch (The mess that was my old source code wasn't going to work for me) so don't hate if it's much too simple and graphics-less. :P
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Post by Kingdom of Grolsch on Nov 15, 2012 0:41:27 GMT
Great, I'll test it today.
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Post by North American Republics on Nov 15, 2012 1:13:50 GMT
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Avaerilon
Member State
The Royal Cartographer, Peritus Scriptor Litterarum
Former Delegate, Minister of DA and Registrar of the Court
Posts: 6,518
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Post by Avaerilon on Nov 15, 2012 8:02:19 GMT
How important are artillery in this one? :P After our exhaustive tests recently, it seems artillery is VERY powerful...
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Post by Kingdom of Grolsch on Nov 15, 2012 12:42:35 GMT
Awesome! Much, much better than the third version, which I think is the version I tested before this one. I have two remarks: 1. The use of a chainsaw to chop some units in half or smaller units. Maybe a full unit would be better. You´ll need to use rounding before putting the output of the calculations on the screen or use it before some of the calculations. 2. Artillery seems to be a bit overpowered to me.
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Post by North American Republics on Nov 16, 2012 0:09:12 GMT
1. Yeah, I tried to make it like it was the Health Points, if you will, of some units. I guess that it didn't work out that well. I'll just leave this here: 2. I figured as much. I never said that it was balanced. :P
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