Coding New Erf
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SirShadow
doom3607
HerbieRai
7 posters
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Coding New Erf
I'm in the long process of coding the game to make GMing very little work. This is a looonnng project, and I don't expect to be done for months.
current link exe file
Current
Side creator
Map creator
interface for game creator
needed changes
scout/ knight type selection
heavy special
add more than 4 specials
climates for world
make world look natural
more than 9 players
Needed fixes
a unit can't have mount and rider
double charge for same special
closing out "erfworld" window will exit program (this may be a good thing)
tobias framework error
current link exe file
Current
Side creator
Map creator
interface for game creator
needed changes
scout/ knight type selection
heavy special
add more than 4 specials
climates for world
make world look natural
more than 9 players
Needed fixes
a unit can't have mount and rider
double charge for same special
closing out "erfworld" window will exit program (this may be a good thing)
tobias framework error
Last edited by HerbieRai on Mon Jan 03, 2011 8:02 pm; edited 1 time in total
HerbieRai- Hobgobwin
- Posts : 76
Join date : 2010-12-10
Re: Coding New Erf
A question to start with:
How much does capacity increase for each point spent?
How much does capacity increase for each point spent?
HerbieRai- Hobgobwin
- Posts : 76
Join date : 2010-12-10
Re: Coding New Erf
I'd help, if I knew what language you were using. I only actually know a little Java, but if you are using Java then I might be able to help... a little...
doom3607- Hobgobwin
- Posts : 71
Join date : 2010-12-11
Side Info
Side Name: Unified Vaygr Clans
Rank: Ruler
Re: Coding New Erf
Anyone who wants to try the unit creator. Go to "Creation" -> "Create Side"
None of the other buttons work (although some other menus will open)
It will create a CSV (it will open in excel if you have it) that will have all your factions units listed.
A few known bugs:
You can select the same special twice, and it will charge you twice
There are no duplicate units (no heavy knight, no flying scout, knight does not start with Ride)
You can have mounts with the ride special
closing out of the "erfworld" window will close the program.
Upkeeps are not in yet
None of the other buttons work (although some other menus will open)
It will create a CSV (it will open in excel if you have it) that will have all your factions units listed.
A few known bugs:
You can select the same special twice, and it will charge you twice
There are no duplicate units (no heavy knight, no flying scout, knight does not start with Ride)
You can have mounts with the ride special
closing out of the "erfworld" window will close the program.
Upkeeps are not in yet
Last edited by HerbieRai on Mon Jan 03, 2011 7:52 pm; edited 1 time in total
HerbieRai- Hobgobwin
- Posts : 76
Join date : 2010-12-10
Re: Coding New Erf
Looks like a good start :)
For the "double" units, might I suggest using checkboxes? You have both there, but only the one that is checked shows up in the final document.
For the "double" units, might I suggest using checkboxes? You have both there, but only the one that is checked shows up in the final document.
SirShadow- Titan
- Posts : 88
Join date : 2010-12-10
Age : 35
Side Info
Side Name:
Rank:
Re: Coding New Erf
If it's not too much trouble (if it is never mind) could you please convert it so that mac/linux users can try this one too?
thetobias- Head Titan
- Posts : 96
Join date : 2010-11-22
Re: Coding New Erf
everyone cares about mac users!
Last edited by thetobias on Mon Dec 27, 2010 4:33 pm; edited 3 times in total (Reason for editing : Fixed that for ya)
SirShadow- Titan
- Posts : 88
Join date : 2010-12-10
Age : 35
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Re: Coding New Erf
This man, he tells the truth!SirShadow wrote:Everyone cares about mac users!
thetobias- Head Titan
- Posts : 96
Join date : 2010-11-22
Re: Coding New Erf
please abuse your powers
SirShadow- Titan
- Posts : 88
Join date : 2010-12-10
Age : 35
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Re: Coding New Erf
SirShadow wrote:please abuse your powers
I will, thank you very much
Last edited by thetobias on Tue Dec 28, 2010 6:05 am; edited 1 time in total
thetobias- Head Titan
- Posts : 96
Join date : 2010-11-22
Re: Coding New Erf
Got a .NET Framework error while saving:
- Spoiler:
- See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at WindowsApplication1.d.WriteUnit(String Filename, String Text)
at WindowsApplication1.d.Button2_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Erfworld1.0
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Tobias/Downloads/Erfworld1.0.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 10.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
thetobias- Head Titan
- Posts : 96
Join date : 2010-11-22
Re: Coding New Erf
Sorry, using visual basic, not java.
Got past the editor problem. Going to continue on current path. It won't work on mac/ linux currently, I'm not an expert programmer, and have next to no schooling in the field. Just a question: How many of you use Macs? Right now we got Thetobias
And you still haven't answered my capacity for ships question. How much capacity does a ship gain for each point spent?
Got past the editor problem. Going to continue on current path. It won't work on mac/ linux currently, I'm not an expert programmer, and have next to no schooling in the field. Just a question: How many of you use Macs? Right now we got Thetobias
And you still haven't answered my capacity for ships question. How much capacity does a ship gain for each point spent?
HerbieRai- Hobgobwin
- Posts : 76
Join date : 2010-12-10
Re: Coding New Erf
A couple of basic problems.
You don't get the free specials that some units get. (Knight's free rider, as example). And four special slots isn't enough for some of the special units.
But all the math is down right otherwise, from what I can see. (But don't hold me to that...)
You don't get the free specials that some units get. (Knight's free rider, as example). And four special slots isn't enough for some of the special units.
But all the math is down right otherwise, from what I can see. (But don't hold me to that...)
Iylzara- Marbit
- Posts : 21
Join date : 2010-12-15
Age : 33
Location : Cordoba, Argentina
Side Info
Side Name: Drae'Saran
Rank: Ruler
Re: Coding New Erf
New update, put the link in the opening post
Added the ability to create world. I tried to make it create natural like formations and failed miserably, although the terrain doesn't quite look random
colors: white: tundra, green: forest, brown: mountain, tan: plain, blue: water, yellow: desert
Also got the screen for creating a game up, although it wont create a game.
Known problems for this part:
large maps may take a few minutes
maps don't look to much like a real world
only 9 players can play a game.
I know this part may seem a bit unnecessary, but the program is going to need to analyze a picture for the map, and if the terrain colors aren't set in stone then it wont work.
Added the ability to create world. I tried to make it create natural like formations and failed miserably, although the terrain doesn't quite look random
colors: white: tundra, green: forest, brown: mountain, tan: plain, blue: water, yellow: desert
Also got the screen for creating a game up, although it wont create a game.
Known problems for this part:
large maps may take a few minutes
maps don't look to much like a real world
only 9 players can play a game.
I know this part may seem a bit unnecessary, but the program is going to need to analyze a picture for the map, and if the terrain colors aren't set in stone then it wont work.
HerbieRai- Hobgobwin
- Posts : 76
Join date : 2010-12-10
Re: Coding New Erf
Doesn't matter if it looks unnatural, since Erfworld was most definitely created, so it could look like anything. If your maps look weird, well, 'the Titans made it that way' is a good enough excuse. Most games with distinctly improbable terrain don't even bother with that...
doom3607- Hobgobwin
- Posts : 71
Join date : 2010-12-11
Side Info
Side Name: Unified Vaygr Clans
Rank: Ruler
Re: Coding New Erf
I'm not sure what program was used, but you might want to look at Dwarf Fortress for world generation if it's possible.
SirShadow- Titan
- Posts : 88
Join date : 2010-12-10
Age : 35
Side Info
Side Name:
Rank:
Re: Coding New Erf
I may try to contact a few of their peeps for the generation alogarithems. I can't use their code specifically, it doesn't use hexes. Also, they zoom in a little more than I'm planing on.
HerbieRai- Hobgobwin
- Posts : 76
Join date : 2010-12-10
Re: Coding New Erf
Hey guys.
I'm having issues with making/ connecting to a database for storing all the information. To take a break from that I'm going to go back and edit the unit creation stuff. Question for you guys: How many specials should an A, B, C, and D be allowed to have? I cannot allow infinite number of specials, so what should they be capped at.
I'm having issues with making/ connecting to a database for storing all the information. To take a break from that I'm going to go back and edit the unit creation stuff. Question for you guys: How many specials should an A, B, C, and D be allowed to have? I cannot allow infinite number of specials, so what should they be capped at.
HerbieRai- Hobgobwin
- Posts : 76
Join date : 2010-12-10
Re: Coding New Erf
My D unit has 9 specials.
Twoy- Hobgobwin
- Posts : 81
Join date : 2010-12-12
Side Info
Side Name: Kingdom of Narnia
Rank: Ruler
Re: Coding New Erf
Cap it at 14.
This is the maximum amount of Specials that a D-unit can take--Heavy, 1 Terrain Capability, 12 Simple Specials.
This is the maximum amount of Specials that a D-unit can take--Heavy, 1 Terrain Capability, 12 Simple Specials.
Nihila- Hobgobwin
- Posts : 98
Join date : 2010-11-22
Side Info
Side Name: Snowpoint
Rank: Ruler
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