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71
GNE Library / Re: N00b here! I want to help.
« Last post by GwynWynn on February 15, 2008, 08:36:24 PM »
How rude is that? Imagine in our ME ME ME society a man is humble enough to say he jumped the gun, and he gets a prompt smack down from another citizen with nothing useful to say. I forgive you Shotgun Ninja. I understand you have your own way of expressing yourself, and that is all right with me as long as we are all free to do the same.

Cheers friend.
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GNE Library / Re: N00b here! I want to help.
« Last post by ShotgunNinja on February 15, 2008, 04:39:13 PM »
Wow. A college graduate and primary Linux coder who forgot to Read The Fantastic Manual?  :o
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GNE Library / Re: A place to download GNE
« Last post by ShotgunNinja on February 15, 2008, 04:33:45 PM »
Thank you very much.  ;D
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GNE Library / Re: N00b here! I want to help.
« Last post by Gillius on February 15, 2008, 08:06:39 AM »
Well, you compile the examples with CMake just as you did the library, no knowledge of GCC is necessary. Were you able to follow the instructions in the readme to do that? Basically it says to set the CMake parameter for compiling examples to "ON".

Or are you wanting to compile them by hand to see how to work GNE?
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Game Theory and Ideas / Re: Game Idea for Fun and Education.
« Last post by GwynWynn on February 15, 2008, 01:47:15 AM »
I was thinking of the End Game scenario today. It seems your in the same line of thought here. What I was thinking was that there needs to be a set of triggers that determine when a planet is self sufficient. As you stated, I think the three components are colony, trade, and defense. For a general rule set we could define the requirements of the three parts thusly;
Colony, must buy and transport a seed colony to the planet this will be the command link to the colony decision menus.
Trade, must build a space station for trading planetary goods (fuel, food commodities, Technology) with passing ships.
Defense, build a drone fleet and a drone control network.

The commands you mentioned could be executed on a planet by planet basis depending on the level of development on each planet. The commands would be standing orders until the player revisits the menu for a planet and issues changes. In the case of a dead defense grid the planet could be taken over by other players. When the last planet meets the three criteria the game ends. the player with the most resources (planets + colonists + goods + credits) wins.

The TW example is only the inspiration for this game. I am interested in game design as well as content.
Thanks for the input, I appreciate all your attention to this project.
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GNE Library / Re: N00b here! I want to help.
« Last post by GwynWynn on February 15, 2008, 01:14:02 AM »
Since I am using MSYS as my shell I am working in a POSIX-like environment. The command structure is very much like the Linux and BSD sh terminal. In MinGW the make command still exists but it is somehow different from mingw32-make, I am a little fuzzy on the particulars there.

As for MSVC, I haven't used it since they first introduced us to .NET in college.

>>Gillius ' do I need to say "make sure it is in your path" or "execute C:\mingw32\bin\mingw32-make or wherever you have installed it"'
I am not sure that level of detail is necessary. Also, if MSYS is installed after MinGW the path can be optionally included in the configuration.

I am also new to the GNU compiler set, I worked on Borland 5.5 command line tools for most of the C++ I have written. Therefore, I have to give myself a crash course in gnu command line options. When I get g++ figured out I will get back to compiling the examples. It this point I may be in over my head so I must move to the shallows till I can tread water.
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Game Theory and Ideas / Re: Game Idea for Fun and Education.
« Last post by Gillius on February 14, 2008, 09:08:27 AM »
Well, given that, then it makes sense that for a long-lasting game, the players should focus on strategy, with the computer/AI performing the strategy by the player. For example, deciding that you will set aside 70% of resources for colonization, 20% for exploration and 10% for defense, with the player directing what "colonization" means, such as move towards a certain area or build certain types of ships. However, the economics like trading may be hard to do in the TW environment because the player should have inputs on trades that are made. I wish I had more than a superficial understanding of the TW game to be able to comment more, and a better example to explain what I mean. Basically to explain it in another way, the player can queue up actions, and specify desires (because some of the planned actions might fail or require a choice to be made at the time).
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Game Theory and Ideas / Re: Game Idea for Fun and Education.
« Last post by GwynWynn on February 14, 2008, 12:37:30 AM »
Yes, I think players should be able to log in and out without forfeiting but the consequence would be leaving your empire open for takeover.

//warning rant rant rant...
Amen brother! Preach on. I was an Eve-online player for about a year. Now there is a game that promotes time over skill accomplishments. As well as an unhealthy lifestyle. I lost a great deal of time and money ($15.00 US/month) playing eve. After playing that social networking hack, I decided that in all the games I created would be player-centric. Meaning that like in chess and such the player must learn the moves and strategy to win.

Most online games today only require the ability to repeat mind numbing tasks infinitely. And we wonder what is wrong with our youths. The power of the mind shall over come. The way I figure it, my audience may be smaller than the WoW Universe, but they will get intellectual value from my creations. That is one thing I try to provide in my Neverwinter Nights module, and the primary reason I started writing it.

I remember RPGs when we used pencils and highly pressed and bleached wood pulp sheets to track the life of our characters. I think the old way made one think more seriously about hacking up the town guards for the "fun" of it. It feels very different when the player has to start over with a blank page and a sharp pencil.

About the only interesting thing in eve-online is the Corporate emphasis, that is until I realized they are programming the youth of today to be corporate lackey followers instead of independent thinking machines.
//end rant
Sorry for the soap-box show, I hope all you readers will forgive my rant.
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GNE Library / Re: N00b here! I want to help.
« Last post by Gillius on February 13, 2008, 09:51:05 PM »
Yeah, I'm a MSVC user and not so much MinGW. If you could give me some information on this... MinGW used to supply "make" but somewhere along the way the developers decided to rename it as "mingw32-make". From my understanding it was to reduce conflicts with cygwin make or something else. But I can't remember if it always installs that way now or if it gives you the option. Does MinGW put mingw32-make on your path by default?

It looks like I actually copied that section from the Linux side.

Besides changing "make" to "mingw32-make", is there any other wording I can change there to make it easier for users, like do I need to say "make sure it is in your path" or "execute C:\mingw32\bin\mingw32-make or wherever you have installed it" ?
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Game Theory and Ideas / Re: Game Idea for Fun and Education.
« Last post by Gillius on February 13, 2008, 09:29:03 PM »
Oh, well if the game is real-time but lasts a weekend you mean to allow logouts and such, right? Making the game is fair to a certain level with time investment I think is important in such a game or people are encouraged to overplay on it. I guess I hit my pet peeve area on that because there are some games out there like WoW and EQ that are based on time and not skill, which I think encourages unhealthy lifestyles. Sorry about going a bit on a soapbox on that one.

But, I don't think that applies to a game that lasts for a finite time and has a limit to what people can accomplish (in time), or alternatively lets their empire take progress while they are away, based on their last commands.
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