matrix_v

matrix_v

Joined Member # 5024378
22 Posts 149 Replies 9,440 Reputation

[quote who="mogthew" reply="273" id="3411325"][...] makes this simpler than chess to solve properly, and we HAVE solved chess AI's.[/quote] Ah... No we have not. Not even close.

411 Replies 1,956,030 Views

Okay, now everything makes sense. Thank you, mormegil! Do you know offhand the formula for calculating the number of parsecs in a sector, given the number of parsecs along one side?

71 Replies 512,237 Views

[quote who="mormegil" reply="48" id="3410472"] A hex sector, is X number of hexes out from the center in all six directions, the result is a hex shaped sector, not circle, or square.[/quote] Not that it really matters, but how do sectors tessellate if a hexagon made of hexagons doesn't have six sides?

71 Replies 512,237 Views

Ah. GCII had square parsecs forming square sectors, so I assumed GCIII would have hexagonal parsecs forming hexagonal sectors. Edit: I *just now* realized that doesn't tessellate. [e digicons]X|[/e]

71 Replies 512,237 Views

[quote who="Lucky Jack" reply="43" id="3410460"]Envisioning a 12 hex radius is a bit difficult. Could you restate this as xx hex tiles on a side? [/quote] A 12 hex radius amounts to 12 hexes per side.

71 Replies 512,237 Views

[quote who="Achronous" reply="41" id="3410416"]That sounds interesting. How about having something like layers in the map. e.g. 3 layers of 'space planes' (let's call them). Imagine the 3d chess of star trek. People usually play in the middle one but both upper and lower can be used: maybe they have more planets, or can be used as a hyperspace and move faster. That would be interesting.[/quote] Nice! That's very close to what I was thi

71 Replies 512,237 Views

[quote who="mormegil" reply="36" id="3410402"]Currently a hex sector, has a 12 hex radius, so there are 397 hexes per sector, which is a bit larger than a 16x16 GC2 sector. The smallest galaxy is currently 7 sectors. The largest we will leave as a surprise, for later. These values are all set out in data, that modders will have access to later, which should be fun.[/quote] Will the earliest alpha support full-sized maps? [quote who="mormegil" reply="36" id="3410402"]That

71 Replies 512,237 Views

[quote who="Frogboy" reply="29" id="3409501"] [clipped] The difference isn't subtle. The Kumquat engine, which is a DirectX 9 engine, can handle something like 3 point lights. A current, state of the art 3D game can handle say a hundred or so. But Nitrous can handle tens of thousands.[/quote] ^ I'm trying to get my mind around this. Brad, with this kind of fully harnessed multi-core power available, isn't it about time someone

50 Replies 143,526 Views

[quote who="Lavo_2" reply="26" id="3409481"]Sins 1 eh? Does that mean there's plans for a Sins 2? [/quote] I noticed that too. Another frog teaser... [e digicons]:thumbsup:[/e]

50 Replies 143,526 Views

[quote who="Alstein" reply="12" id="3409386"]Elemental series. [/quote] Thanks for the reply. Do you know offhand what GCII or Sins used? I'm just curious.

50 Replies 143,526 Views

[quote who="Alstein" reply="8" id="3409380"] Does this mean Stardock is using Nitrous instead of Kumquat for GalCiv3? What are you planning to do with Kumquat? [/quote] Please fill me in here - which Stardock games used Kumquat?

50 Replies 143,526 Views

Cool announcement, Brad! I don't know much about game engines, but I can tell one thing... Specifically, the engine renders calls automatically from whatever CPU core is most available. This allows for a vastly larger number of high-fidelity 3D objects to be rendered to the screen at the same time. Tim Kipp, co-founder of Oxide Games said, “In most modern games, players may see a handful of unique, high-fidelity 3D models on the screen at the same time.

50 Replies 143,526 Views

[quote who="chaverinou" reply="16" id="3409204"] I dont undertand your idea : all players are not in the same turn ? they would be one turn difference between the slowest and the fastest ? All players play simultaneously ?[/quote] I'm assuming yes, because otherwise you only get to play 1/(# of players) of the time. If twelve players take 2.5 minutes to make their move, the game advances by two turns per hour.

41 Replies 67,569 Views

Why not have a percent slider in the game setup: auto-turn after X% of players click turn? Say there are 5 players and you set it at 25%. Two people click turn and the game advances without disturbing the remaining three. Or at 75%, and four people would have to click turn. The main idea is players decide how fast the game plays, instead of imposing artificial restrictions to speed up the game. Sorry if I've posted this idea elsewhere.

41 Replies 67,569 Views

[quote who="WIllythemailboy" reply="27" id="3409104"] GC2 sectors were 15x15, so there were 108,900 tiles on the map[/quote] Wow, I was way off. Thanks for the correction. If/when SD tops that I'll be impressed.

71 Replies 512,237 Views

I'm guessing sectors will be retained, just to keep large maps manageable. Hex-shaped quadrants would make sense. I'll be interested to see how it's done. I must add I'm very happy about the promise of still-larger galaxies. GCII Ultimate supported up to 22*22 sectors, or 484 sectors total. With 12*12 tiles (?) per sector, that's a total of 22*22*12*12 tiles, or 69,696 individual tiles. Looking forward to see what Stardock does with this! Bra

71 Replies 512,237 Views

I dont claim to have any idea what the issue is, but you could try zooming in. Vertical letters might be aligning directly over the green cell in the pixel... ehh, I doubt it. But it would be interesting to see if it grows with the font size.

7 Replies 17,313 Views

[quote who="Gaunathor" reply="12" id="3408645"] That was already possible in GalCiv 2. Go to the Interface tab in the Options menu, and disable "Remove Functional Components when Upgrading a Ship Design".[/quote] I use this feature extensively, so I hope it returns.

16 Replies 34,722 Views