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April 24th, 2002, 11:57 PM
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General
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Re: "Wait a second" command
quote:
very complicated for the 'layman' gamer. It would be nice to have a 'game scripting engine'
(While we're fantasising=-)
how about a drag & drop flowchart generator? Would be incredibly simple to use, read and modify command sets.
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April 25th, 2002, 01:41 AM
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Lieutenant Colonel
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Re: "Wait a second" command
quote: When you have ships a little distance from each other and you want them to combine into a single fleet to attack is there any way to ask the ones in the lead to wait while the other ships join before moving forward? If not, there should be!
Actually, if you turn your fleets minister on, you'll see orders like "Join Fleet 1." Now, if only we could figure out a way to do that. 
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April 25th, 2002, 01:46 AM
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Re: "Wait a second" command
Actually, there should be MANY orders or options that Ministers have.
One of the more wanted ones: An ability to set your race's mood to others that Political Ministers are able to do.
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April 25th, 2002, 02:28 AM
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Lieutenant General
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Re: "Wait a second" command
quote: Originally posted by Baron Munchausen:
And yes, this could get very complicated for the 'layman' gamer.
Not really. All what we should do is to teach general public that 1+1=10. The rest would be easy.
[ 25 April 2002: Message edited by: oleg ]
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April 25th, 2002, 02:33 AM
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First Lieutenant
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Re: "Wait a second" command
All true programmers know that 11 = 3 
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April 27th, 2002, 08:00 AM
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Re: "Wait a second" command
Baron,
"Boolean operators" only consist of AND, OR, XOR, and NOT, and combinations of the above. Boolean Algebra is the mathematics of the TRUE/FALSE (or 1/0, YES/NO, etc.) type. TRUE/FALSE are not operators, but literals (the names of the numbers). An operator is a symbol representing an operation, which is something that takes one or more inputs, does something, and results in an output. The other operators you suggest are unneeded in a Boolean system, because for example, A less than (<) B would be the same as NOT A AND B. Operators such as < are thus considered "conditional" operators because they take non-boolean input but do generate a strictly boolean result. A scripting engine, of course, requires a lot more than boolean operators to work.
Just FYI.
[ 27 April 2002: Message edited by: Gaurav ]
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April 29th, 2002, 10:42 AM
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Corporal
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Re: "Wait a second" command
If I turn on my fleet minister will it just allow me to perform functions like "merge fleet" or will it start moving my fleets on its own. If the latter, it is not worth it!
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May 1st, 2002, 03:35 AM
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Second Lieutenant
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Re: "Wait a second" command
The fleet minister will, IIRC, add ships to fleets, give orders like you said, move the fleets aroudn and give them strategies. ALthough the moving around command could be untrue.
Even the ill-programing language-literate coudl learn simple command programming like in excel for functions. They wouldn't be able to acess the upper level things until they understood basics (and by acess i mean understand well, not actually inable to use). If you wanted a pause or a join fleet or a change strategy (very useful IMHO) that would be simple enough but if you wanted conditional respones to situations then you would have to learn a little more.
Just patching in the fleet minister commands shouldnt' be too hard, and for anything non-monotonous (like minelaying) you shoudl do it yourself i guess but anyway hope this works i really really really want it.
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