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Skyfreak
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 Post Posted: Tue Nov 22, 2005 11:44 pm    Post subject: recycle queue
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a handy thing
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 Post Posted: Wed Nov 23, 2005 6:55 am    Post subject:
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huh?
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Skyfreak
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 Post Posted: Wed Nov 23, 2005 5:51 pm    Post subject:
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i think the huh meant that u dont understand what i am talking about
i thought the name says it all
we have a queue to produce and well to have a recycle queue would be handy

lets say u have a fleet coming home and u need to change setup
u cant be online cause its in the midle of the night
ur fleet comes home
all ships are transported to base
then they recycle and start the new production that u queued cause of the free mp

a handy think
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Star Commander
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 Post Posted: Wed Nov 23, 2005 6:07 pm    Post subject:
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Correct it would be a handy thing
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 Post Posted: Wed Nov 23, 2005 6:19 pm    Post subject:
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it wouldrequire your fleet to be moved from fleet to base, that could take alot of programming no?
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 Post Posted: Wed Nov 23, 2005 6:35 pm    Post subject:
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it would probaly but it would only take a short time i think
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Rhynar
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 Post Posted: Wed Nov 23, 2005 8:00 pm    Post subject:
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This still wont matter. I opened a discussion about the production queues. The problem was that the production queues only start to work once u logged on. So it would work the same way with the recycle queues. In which case there is no point to have either production queues or recycle queues since when u are back on line u can recycle or produce new ships as much as u want.

Unfortunately nobody seemed to get it I mean why have queues which only start to work when u next log on??

However where recycle queues which work WHILE u are off line MIGHT be a LITTLE hard to programme, production queues which start working while u are off-line (or seem to ) are easy.

If you want to know more.....type....YES!!
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 Post Posted: Wed Nov 23, 2005 9:06 pm    Post subject:
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no, not once u log on, oncethe ships die, and the battle only occurs when one of the ppl is online, so if u r the first online thats when the fleets will start constructing
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 Post Posted: Wed Nov 23, 2005 9:25 pm    Post subject:
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True, kame.

Therefore, a recycle queue wouldnt work, since you are the only one it affects, unless someone attacks your base and the battle registers.
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Skyfreak
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 Post Posted: Wed Nov 23, 2005 10:28 pm    Post subject:
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i dont think ists a question of will it work or not

its just a practical thing to have

and as the production begins when u loose ships and mp comes free
the queue is of that nature
the recycle queue is of the same nature
but it shouldnt be only depended on offline and online
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Skyfreak
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 Post Posted: Thu Nov 24, 2005 2:40 am    Post subject:
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Star Commander wrote:
it would probaly but it would only take a short time i think


oh yeh ok

lol

i dare ye

i think thats the only problem

to program a queue when u not online

it would need a program



like x+ÿM%¨*+/.?NN°_-)àç!è§('"é&&²²ù$^ppl:;:;,nnbbxcciouodufilmmmmmp^^^^^^^^ù:===:ùùmùmùm^p^warrrrp 19989$$$p

i think
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 Post Posted: Thu Nov 24, 2005 7:58 am    Post subject:
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phpsessid?TAZMAN!448dgj84dfg_"fleets?destoryifC1:23_!"

OR EVEN that lol
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Rhynar
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 Post Posted: Thu Nov 24, 2005 7:50 pm    Post subject:
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Right hear it is:

To set the queues in motion so that they seem to show that they started working while u are off-line is based on a few calculations where the values for the calculation are already available in the battle report.

The battle report on the message box in the main screen show the time that the first of the combatants logged on. HOWEVER the battle report its self gives u times when each of the combatants reached the location of the battle. Therefore the battle actually takes place when the last person to reach that location arrives. In addition it tells u the number of ships lost therefore mp freed. You already know the mp needed for ships in ur queue as well as the time needed to build that ship. We therefore have all the values needed to calculate:

a) How much free mp we have (so able to know which ships to build)
and
b) How much game time has passed since the battle to the time u logged on.

So instead of the queues starting at the time u logged on it, if u take off the time passed from the time taken to build u reach the time left to build the ships. So it will seem like they have been building from the instance of the battle.

Well did u understand that?? Its just a bit of maths problem solving and Algebra (the basis of simple programming). All the info is already in ST it just needs a small patch based on a bit of Maths to get it going.

OK that’s enough info for one post. In my next one I’ll put it in simple maths terms in an example if u want. May be it’ll be a bit clearer than prose.

Ryn
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Rhynar
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 Post Posted: Thu Nov 24, 2005 7:51 pm    Post subject:
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So I said I’d give u an example of how to do the little maths u need to get the queues working as if it has been working off line.
(standard info is starred *)

Part 1 introducing how to replace letters for numbers (for beginners, those of u who know algebra please read this anyway before moving to part 2)

*Battle report shows the net points after each battle. This must have been calculated by taking away the total manpower points you have lost from the total manpower points the enemy has lost in this battle.

*Therefore somewhere there must be stored the total mp lost by yourself.
Call this value ‘A’ (the total mp lost/total mp freed).

*Now u may have some free mp anyway. So call this mp value ‘a’

Therefore the total mp free (call this value ‘B’ ) = A + a

Part 2 Calculating elapsed time

Followed on from above - ST already is able to calculate all Part 1 and let you know which ships in the production queue can be started. Its shown in ur message box as:
‘Certain number, of a type of ship, started at the time u logged on’

What we want is for this to take into account the time passed since the actual time of the battle as follows:

*From Battle report:

*You arrive at 14:38 game time ( call value ‘Ut’ )
*Enemy arrives at 14:40 game time ( call value ‘Et’ )

If Ut is more than Et let T1 = Ut; If not let T1 = Et
(In addition if Ut + Et let T1= Ut =Et)
this gives the time of the battle T1
i.e. the time when both players are at the same location]

Call the game time you logged on as T2

Therefore the time elapsed/passed since the battle is: T = T2 – T1

Now all u have to do is take away the time elapsed (T) from each production time needed to build the ships in the queue.

This time can be presented in the production screen as the time left in building each of the ship types.

In addition if the time left in building is 0 or negative then the ships are already built and a message should be displayed saying the ships are built and they should be placed in ur fleet screen.

Sooo as u can see the programming should be quite simple because it does NOT involve ST having to do extra stuff while u are off line it is just a simple calculation done when u log on. It just adds to the normal production que report from the battle report and then adds the result to ur message box, production screen and fleet screen.

Well?? What do you say to asking admin to add this in??

Ryn
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Rhynar
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 Post Posted: Thu Nov 24, 2005 7:53 pm    Post subject:
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The production queue programming should be done after each battle. The battle reports are presented one after the other. So after each battle report the calculation for the production queues should be done and the queue started with the respective ships minus time elapsed.

Recycle queues can be calculated the same way.

But it needs just a little bit more programming because the recycle screen only recycles from the base fleet and should recycle from the other fleets at base.

And so you want the production queues to start as soon as the fleets come back well….

You know the time the ships started back. U know the time it was going to take for the ships to get to ur planet so u know when they arrived. Call this value T1.

At this point the added programming should kick in and recycle the necessary ships.

Then use T1 in the production queues calculation in the example I posted before. Hey presto ur recycle and production queues working in tandem!

Ryn
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Rubens
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 Post Posted: Thu Nov 24, 2005 8:01 pm    Post subject:
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i say NO! i refuse ALL that
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Rhynar
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 Post Posted: Thu Nov 24, 2005 8:20 pm    Post subject:
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Why?

U cant just say NO and leave it without an explanation.

This would work and it will mean that ST becomes even more real time.

So WHY NOT!
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Armedes
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 Post Posted: Fri Nov 25, 2005 7:44 pm    Post subject:
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the idea isn't bad, you could switch building que and recycling cue for better tactics...
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Rubens
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 Post Posted: Fri Nov 25, 2005 8:25 pm    Post subject:
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Cuz i am tired of giving explanations, it is just BAD. It would change ST, is useless, at least for me! try another one
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 Post Posted: Fri Nov 25, 2005 9:02 pm    Post subject:

Of course its useless at the moment thats because it doesnt work. But that production queues tab has been around for ages, maybe since the beginning os ST so admin or someone must have thought that is a good idea

the only thing is that at the moment it doesnt work.

And I dont think its useless.

We each have only about 3 months in playing ST. With working production queues it would make things much more slicker and u will be able to do more battles so get more points in that time frame.

It will NOT change the essence of ST at all but enhance and facilitate game play.

I've been playing ST for a while (but not as long as u ofcourse) and I think its great. But I also know that new things need to be added not just technologies but things that enhance game play.

As I said already somebody in admin at some point thought this might be a good idea its just that the queue is not functioning as best as it could be.

You say its useless but is that only because u dont get it?

Well maybe u'll find it useless but I bet if it did function there will be many who try it out that will find it very beneficial strategically

Just think about it if thats not too hard
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