Topic: Political tensions.  (Read 6762 times)

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Offline Bonk

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Political tensions.
« on: February 22, 2006, 06:36:55 pm »
 :woot:

Finally figured them out. The current political tensions are a float (fraction) relative to the AllyRatio and NeutralRatio gf settings stored as a 32 bit single. There is a key in the serverkit code that translates the value of this float to "trusted ally", "at war"...etc.  The initial political tensions however are the values from the tensions in the Metamap.gf stored as a 4 byte long. This is what confused me for so long... I was expecting the same for the current tensions.

Expect political reports on the webmaps shortly. Also we should be able to change alliances mid-campaign if we desire now. (applies to the flatfile as well)

 ;D

Offline EmeraldEdge

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Re: Political tensions.
« Reply #1 on: February 22, 2006, 06:48:35 pm »
Sweetness!

Offline Riskyllama

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Re: Political tensions.
« Reply #2 on: February 22, 2006, 07:12:45 pm »
consider the evil ramifications!
Everything is sweetened by risk. ~Alexander Smith

Offline Bonk

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Re: Political tensions.
« Reply #3 on: February 22, 2006, 07:19:39 pm »
consider the evil ramifications!

I know...  :flame:

It will be just like playing Diplomacy. Lots of backstabbing underhanded deals... I love it.  ;D

Offline Chris Jones

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Re: Political tensions.
« Reply #4 on: February 22, 2006, 07:34:17 pm »
:woot:

Finally figured them out. The current political tensions are a float (fraction) relative to the AllyRatio and NeutralRatio gf settings stored as a 32 bit single. There is a key in the serverkit code that translates the value of this float to "trusted ally", "at war"...etc.  The initial political tensions however are the values from the tensions in the Metamap.gf stored as a 4 byte long. This is what confused me for so long... I was expecting the same for the current tensions.

Expect political reports on the webmaps shortly. Also we should be able to change alliances mid-campaign if we desire now. (applies to the flatfile as well)

 ;D

This is excellent! Bonk - you da man - let me buy you a drink.  :drink:
..Because the game does not have to, and will not, remain the same..


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Offline CaptJosh

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Re: Political tensions.
« Reply #5 on: February 22, 2006, 08:08:44 pm »
Great. Just what this game needed. Realpolitik...
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those who understand binary and those who don't.

Offline Riskyllama

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Re: Political tensions.
« Reply #6 on: February 22, 2006, 08:22:14 pm »
The RP people could actually write about events that will alter server conditions and outcomes.

Playing for A race will become important again, as having a player in every race won't work. Long term plans with allies might not be such a good idea...etc.

Hexx's Stratego card set will be a real issue, who knows if holding cards 3, 4, and 5 will cause Race C to suddenly switch sides do to a extreme lack of "resource x"
Everything is sweetened by risk. ~Alexander Smith

Offline IAF Lyrkiller

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Re: Political tensions.
« Reply #7 on: February 22, 2006, 09:00:27 pm »
We Mirak would never backstab anyone. ;D




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Offline KAT Chuut-Ritt

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Re: Political tensions.
« Reply #8 on: February 22, 2006, 09:43:52 pm »
We Mirak would never backstab anyone. ;D


Nah we'd use waterballons.

<Chuut sneakd up and hurls a big water balloon which breaks on top of Lyrkiller's head soaking him>



<strangely enough, Lyr seems to have enjoyed the experience>

P.S.  WTG Bonk!

Offline KBF-Kurok

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Re: Political tensions.
« Reply #9 on: February 22, 2006, 11:09:29 pm »
Awsome stuff

Offline IAF Lyrkiller

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Re: Political tensions.
« Reply #10 on: February 22, 2006, 11:28:13 pm »
We Mirak would never backstab anyone. ;D


Nah we'd use waterballons.

<Chuut sneakd up and hurls a big water balloon which breaks on top of Lyrkiller's head soaking him>



<strangely enough, Lyr seems to have enjoyed the experience>

P.S.  WTG Bonk!


Except for Chuut of course. :)




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Offline KBF-Netman

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Re: Political tensions.
« Reply #11 on: February 23, 2006, 12:46:36 am »
:rwoot: Well done Sir
 Finally to be able to play on the dynaverse, in a universe, where diplomacy, character and leadership, will play an intriguing role in it's evolution.
Let me know if you need any help with tests and stuff, I will be glad to help out

Offline EmeraldEdge

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Re: Political tensions.
« Reply #12 on: February 23, 2006, 01:38:21 am »
man, reading the posts here I almost want to cry.  I want all the players back so we can really exploit a system like this!  I miss the old days of Praetorship, and the feeble attempts that server rules tried to enforce with little treaties and the like.  Now, we can actually do it!  I'm gonna have to get the right shiplists installed now I guess.

Offline Skaren

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Re: Political tensions.
« Reply #13 on: February 23, 2006, 08:35:24 am »
This does sound nice and it is something that I have not liked about Dynaverse.  I hope it continues to move forward with success.

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Offline NuclearWessels

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Re: Political tensions.
« Reply #14 on: February 23, 2006, 09:31:27 am »

Whoo hooo!  WTG Bonk!

<starts the wave>

dave

Offline Bonk

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Re: Political tensions.
« Reply #15 on: February 23, 2006, 12:47:46 pm »
Holy cow! PHP really did not want to decode a 32 bit single... was probably the toughest thing I've ever done in php...  :banghead:

To give you an idea, to convert the hex string "0000003F" to 0.5 (example value of a neutral relative tension) it took this:

Code: [Select]
$CurrentRelTensionValToUnpack = chr(hexdec(substr($RaceSectionEntryTension[1],0,2))).chr(hexdec(substr($RaceSectionEntryTension[1],2,2))).chr(hexdec(substr($RaceSectionEntryTension[1],4,2))).chr(hexdec(substr($RaceSectionEntryTension[1],6,2)));
$CurrentRelTensionVal = unpack ('freltension/', $CurrentRelTensionValToUnpack);
echo $CurrentRelTensionVal['reltension'];

<my head hurts>

edit: that was for the matrix blob string in the SQL db, converting the relative tensions from the flatfile ought to be less convoluted...
« Last Edit: February 23, 2006, 01:01:44 pm by Bonk »

Offline Bonk

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Re: Political tensions.
« Reply #16 on: February 23, 2006, 03:57:19 pm »
Basic politics pages are up on The Forge and UAW Test Server webmaps. They still need some QA and perhaps some formatting as a table perhaps... It needs some tweaking for when all race slots are not playable... so the politics page may be in flux for a bit yet.

The flatfile politics page is next. After that, an admin page to edit the politics on an SQL server. And hopfully Scippy could use the information to add tensions editing capability to his new flatfile editor, or I might be able to come up with something for the task to avoid manual edits with a hex editor.

Offline Chris Jones

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Re: Political tensions.
« Reply #17 on: February 23, 2006, 04:32:48 pm »
awesome - are guys lovin' this or what?
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Offline Lepton

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Re: Political tensions.
« Reply #18 on: February 23, 2006, 04:50:06 pm »
I think a simple graphic or number would work better for displaying the political tensions.  For servers with static or all at once side switching capability, a ROYBGIV color gradient might work well.  For servers perhaps far in the future where map events or other factors slowly alter tensions, a number would be more suitable, but this is awesome work nonetheless.

One question though.  Why does SFC use these hexidemical blob things?  Is it a common practice used in games to encode information in blobs like this?  It seems highly convoluted and none too intuitive to me.


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Offline Bonk

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Re: Political tensions.
« Reply #19 on: February 23, 2006, 05:23:37 pm »
Thanks for the input... I'll stew on a graphic color representation, interesting idea. Originally I had set out to display what you get when you right click a hex on the map in game. In developing the page I had the current relative tensions displayed as fractions but these won't mean much to most (values like 0.05, 0.93..etc...).

The politics page now only displays the relations of playable races and does not report the relation of a race to itself.

The blobs in the SQL db are a holdover from the flatfile database engine in SFC. Most games save their data in binary format like SFC does, yes - it is the most efficient. (Civ III and Age of Empires II savegames are binary). However, modern game servers like Eve probably store all their data in MySQL or Oracle databses - but when you come right down to it, MySQL and Oracle save their data as binary on disk as well...)