Alpha 10 - iteration #08: Dynamic Starting Locations Done - CPS Initialization and Ovehaul

The work on the selection of a starting location, including the special rules of backstories, is fully done.

I also re-enabled the initialization of the universe that do the following:
  1. it loads the data of the orbital objects by default for all the star systems of the game. (maybe it will change in the future).
  2. ti set dynamically the quality of the resource spots of each region of each loaded orbital object.
  3. it initializes the revolution period and seasons of the orbital objects.
There wasn't much new thing to do in this part, outside of some refactorings, so the work mostly was to re-enable the lines of code.

Since yesterday then, I work again on the colonization Phase System and I re-enable the initialization of the system, at the start of a new game, finally link the generation of the objectives to it (the generation part is already done a while ago) and I work on the overhaul of the CPS itself.
After all, it was the main focus of this iteration hehe.

Once done, the next steps are to re-enable the settings of the Time Flow System (which manages the real/turn-based hybrid system) and to initialize the factions' entities of the game. This last part will be a big one in term of work since it will include the content of the new expeditions and backstories, and also will include the dynamic generation of the population and starting equipment.

In the end the second part of initialization of the user's interface will be re-enabled, and the whole work on the setup of a new game will be fully completed.

Better late than never.

Alpha 10 - iteration #08: Special Rules for the Common Core Done + Dynamic Starting Locations (WIP)

I finished to fully implement the two backstory's special rules that automatically add, and reject, technosciences and fundamental researches during the initialization of the common core of the player's faction.

I'm actually working on the starting locations.
For reminder, the starting location of the player's colony will be dynamically set during the setup of each new game, according to which faction of allegiance is chosen.
I expand actually the possible outcomes by adding options on what is added in the list of starting locations. Before it, there was only one option; to enter the full location of one orbital object (planet and asteroid), which is pretty limited because imagine that a planetary system having 80 orbital objects (a possible case if one has many asteroids) and there are 50 of them set as possible starting locations.
So I implementing a new parameter to set the scope of one entry in the XML data, and the possible options are the following:
  • Single: it indicates a single location (a single orbital object) that will be included in the list of starting locations.
  • Asteroids: it indicates that only all the asteroids of the system are included in the list of starting locations.
  • Planets: it indicates that only all the TELLURIC planets of the system are included in the list of starting locations.
  • SSI: it indicates a single location, formed by one Stabilized Space Infrastructure (space station, standford torus, and so on... BUT not a space megastructure), that will be included in the list of starting locations.
  • All: it indicates that all the orbital objects (excluding the gaseous planets) of the system are included in the list of starting locations.
These options allow to set a bigger range of starting locations without to have to set one entry by orbital object. It will be even more relevant when there will be more star systems than the only one FARC currently possess.


So yes, it is again a "little bit" of work, but it is a needed one.

Thanks for your interest.

Alpha 10 - iteration #08: New Game Setup - Under the Hood Coding + Dynamic Generation + Knowledge Base

I continue to re-enable and update the code to commit and process a new game.
In the process I also implement the new features, especially the effects of the backstories' special rules.
The two ones I actually implementing automatically add, and reject, technosciences and fundamental researches during the initialization of the common core of the player's faction.
The common core itself is already implemented since a previous iteration and, as reminder, it initializes and generates the technosciences and fundamental researches that are discovered and/or mastered at the start of a new game. It takes into the account of the setup of the technological trees, and the orientation of each research domain, of the chosen faction of allegiance and introduces certain variations.

Once done I will push further into re-enabling the legacy code and will link and add the dynamic generation for the starting location, and the setup of the starting population, space units and equipment.

Finally I will work on the Colonization Phase System to link the generation of the CPS objectives (which the code is already done) to the setup of a new game, and complete the rest of the CPS code for the management of the objectives and the user's interface of this system.

That's all for now. It takes far more time than planned, because as said previously it touches many parts of the code other than only the setup of a new game.

Meanwhile I also pushed the filling of the knowledge base; you can see the details of the last changes here.

Thanks again a lot for your interest in this slow project, and have a great day :)

Alpha 10 - iteration #08: New Game Setup Interface (finally) Done + Screenshot

During my job breaks I finally completed the interface to setup a new game.

Here is the final screenshot of the Equipment tab with the completed part:


The Game Options tab will stay empty for now and will be filled, over the time of the development, when a relevant option will be needed to be added.

Tonight I will re-enable and update the code that process a new game, as said at the end of the previous post.

Stay tuned.

Alpha 10 - iteration #08: New Game Setup Interface Nearly Done + Screenshots

I'm finally not far to complete the interface, to setup a new game; the last tab, Equipment, is nearly done.
It seems long for just a not pretty UI, but it also involving a good portion of code that touches the CPS, the space units, and the data structures for the factions of allegiance and the entities of the game.

I decided to make some screenshots to show the progress so far.
This one is displayed by default. It is color coded to inform the player how to use the interface to display the informations about the faction of allegiance, the selected expedtion and the backstory:

Once a backstory is selected, the History tab display the excerpts accordingly:
Here's, the Colonization tab display the Colonization Phase parameters of the selected backstory:
The Population tab display the parameters that will setup the population of the expedition:
Finally the Equipment tab, which is yet incomplete, that display the full list of starting space units and equipment available to the expedition:
In the screenshot above, only the list of the starting space units is fully displayed for the Magellan Unity. I have to make and complete code to display the starting equipment, in a same manner.

I'll try to complete the interface tomorrow night; there are a bit less of data to display for the equipment, so it should be faster to code.

Once done, I will continue to re-enable and update the code to commit and process a new game, including the ones to continue a previously saved game and also to load a game file.

Thanks for your interest!

CPS: Colonization Phase System