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Coding New Erf

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Coding New Erf Empty Coding New Erf

Post  HerbieRai Sun Dec 26, 2010 3:33 pm

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



Last edited by HerbieRai on Mon Jan 03, 2011 8:02 pm; edited 1 time in total

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Post  HerbieRai Sun Dec 26, 2010 3:35 pm

A question to start with:

How much does capacity increase for each point spent?

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Post  doom3607 Sun Dec 26, 2010 7:28 pm

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...
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Post  HerbieRai Mon Dec 27, 2010 9:52 am

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


Last edited by HerbieRai on Mon Jan 03, 2011 7:52 pm; edited 1 time in total

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Post  SirShadow Mon Dec 27, 2010 10:02 am

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.

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Post  thetobias Mon Dec 27, 2010 2:33 pm

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?
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Post  SirShadow Mon Dec 27, 2010 4:08 pm

everyone cares about mac users! Razz


Last edited by thetobias on Mon Dec 27, 2010 4:33 pm; edited 3 times in total (Reason for editing : Fixed that for ya)

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Post  thetobias Mon Dec 27, 2010 4:26 pm

SirShadow wrote:Everyone cares about mac users! Razz
This man, he tells the truth!
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Post  SirShadow Mon Dec 27, 2010 4:30 pm

please abuse your powers Razz

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Post  thetobias Mon Dec 27, 2010 4:34 pm

SirShadow wrote:please abuse your powers Razz

I will, thank you very much Rolling Eyes


Last edited by thetobias on Tue Dec 28, 2010 6:05 am; edited 1 time in total
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Post  thetobias Mon Dec 27, 2010 4:57 pm

Got a .NET Framework error while saving:
Spoiler:
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Post  HerbieRai Mon Dec 27, 2010 5:15 pm

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?

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Post  thetobias Tue Dec 28, 2010 3:50 am

1 unit per point
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Post  Iylzara Tue Dec 28, 2010 5:55 am

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...)
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Post  HerbieRai Mon Jan 03, 2011 7:51 pm

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.

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Post  doom3607 Tue Jan 04, 2011 3:47 am

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...
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Post  SirShadow Tue Jan 04, 2011 6:38 am

I'm not sure what program was used, but you might want to look at Dwarf Fortress for world generation if it's possible.

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Post  HerbieRai Tue Jan 04, 2011 7:33 am

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.

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Post  HerbieRai Sat Jan 22, 2011 8:49 am

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.

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Post  Twoy Sat Jan 22, 2011 8:59 am

My D unit has 9 specials.
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Post  Nihila Sat Jan 22, 2011 9:23 am

Cap it at 14.

This is the maximum amount of Specials that a D-unit can take--Heavy, 1 Terrain Capability, 12 Simple Specials.
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