I thought something was a little funny there :) thanks for looking
into it
the upgrade sounds.. well awesome.. I was hoping to incorporate a
routine for planetary defense, but once your total ship count gets
over a thousand or two running through each ship with ships_in_range
is almost impossible. I'm sticking to picking one ship per owned
planet and pulling those, but still, with 122 planets so far I'm
worried it'll bomb the entire script out.
scripts are good :) although i may have been slightly overzealous
setting my upper limit variables. I have the majority of the basics
now automated, and some of the combat.
Speaking of which, hopefully the float from ships_in_range will make
things a little easier to cope with, but it still seems to drag on for
quite a while. 60 tics seems like an eternity to wait for an enemy
vessel to blow up, especially when the tics get longer and longer the
more ships and calculations the server is doing. I've noticed on
Thursday mornings tics come almost instantaneously, whereas already
earlier this afternoon it was taking a minute to a minute and a half
to get the tic counter to advance (and yes this is probably my fault
for attempting to conquer the entire map) but by next Thursday I'll be
lucky to see a tic every 5minutes, stretching those 60 tics into hours
and hours
.
Or instead of shortening the minimum tics for exploding, would it be
possible to set a max negative value for ship health? perhaps a ship
is able to repair regardless of it's point value for the 60 tics
UNLESS it reaches -200 health at which point it automatically explodes
that same tic?.. come to think of it.. a self_destruct() routine that
executes the same tic wouldn't be a terrible idea for unwanted ships,
maybe even get 1/2 the cost of the ship back.
I don't know, the combats going to take a bit, I realize not everyone
has a script managing everything, and even though I do I love hitting
the refresh button occasionally to see where everyone is going and
what the totals are. I feel like at this point, unless confronted with
overwhelming odds, I should be able to hold off an invasion fleet for
some time just with the repair() calls built into the current script.
I took your advice by the way, compartmentalized most everything
behind a single control script, only calling those sections that need
to be run. It's really become surprisingly self-regulatory and speedy
for what amounts to just a single script.
I digress, and I apologize again for being the handful that I am to
deal with :) for what it's worth, I think you have done, and are
doing, a down right amazing job, and I really envy your project.