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Qi's todos

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Qi's todos

by Qi » 07 Aug 2011, 12:21

Items before the open Beta
  • Stockpiles see spec
    • (done) Make stockpiles screen for admins
    • (done) Make stockpiles screen for faction command
    • (90%) Make stockpiles screen for normal players.
    • (done) Implement shiplist as starting point for constructing caps
    • (done) Implement constructing caps from money+stockpiles in database and faction command screens
  • (90%) Auto Memberlist system
    (just implement the minimum)
  • Influence see spec
    • (done) Logs in to FLHook each 5 secs. Must change to persistent and robust connection.
    • Bases with multiple parts / docking points will be treated as one "base", an influence event that affects one part applies its effects to the whole "base"
    • The game creates a recruit character; the reputation is set at 0.7 and players are friendly but not affiliated with the faction. Make a screen for a player to officially join a faction through the web interface, the backend signals the server which resets the character's reputation (all factions, not just the affiliated one, to avoid impossibilities like the character being allied their faction's enemies), giving the character access to more stuff by way of the 1.0 reputation.
    • The server must also reset or lock the reputation of official members that log on.
    • Each base influence records values for military and trade influence for each player faction. This division is based on the shiplist. Divide up the influence system to divide between military and trade influence.
    • Make a system that counts deaths if the killer is in the influence of a base.
    • Make admin screen to set the base military influence static value (integer >= 0)
    • Store also ship type on influence scan.
    • Couple selling commodities to trade influence.
    • (weekly) Cycle run:
      • Military influence calculation for each base: MI = ( ( SP + 3 * pMI ) / 4 ) + DP
      • Trade influence calculation for each base TI = (sum of all valid player-sells the faction had on the base) / 1000000 + pTI if the total number of commodities a faction player-sells to the base < X ; TI = TI - 1
      • Hacks the INI files on base reputation, takes care of ally factions, and sets the autoupdate version one higher, on every Monday early morning 00:00 GMT. Cycle is incremented.
    • Faction with the highest TI on a base is exempt from dynamic economy price changing, however, all other characters affect dynamic economy as usual
    • Any faction with TI > 50 has the "buy base" option enabled. Make screen for buying bases (integrate to black market).
  • Economy
    • Add player-buys escape pods to every base. Player-sells nowhere.
    • Repair missing icons
    • Turis' findings: link
    • [by 12/11] Launcher and overlay screens
  • Auto-update system for web interface tables and ids_name/info DLLs (read and write). This in the event of system updates which is regarded to happen often.
  • Mod installer, auto updater and overlay controls
    • [izodn] Build the mod installer and Overlay program
    • [qi] Server side handle updated ini files "ini parser".
    • [izodn] Make auto updater that works from the level of choosing a server from the server list.

*PHASE 2 (after first release)*
  • Ship Tag rename feature for faction command
  • Influence unrest and screens.
  • Bank system
    • Bank tax system
    • Debt
      • The debt system is totally automatic. Part of the bank system, a web interface.
      • It is between the Bank and the player (so not between bank and ship).
      • The amount a player can borrow depends on his liability.
        • The liability is a number between 0 and 10.
        • If liability < 3 all banks offer loans, with minimal interest
        • If liability >7 only the Hutt Cartel banks offer loans, at a very high interest rate
        • If liability >9 he is not offered any loans.
      • If the player pays back his loan in time, his liability decreases. When he pays too late or not at all it increases.
      • If he doesn't borrow for a while, liability decreases.
      • The calculation of the liability number should be visible to all players.
      • Some players will have fun having a high liability, and having 'stolen' from the banks. The admins and leaders will not frown on that. It is just another game aspect.
      • The only player interaction in the debt system is by the NPC leader of the Hutt Cartel. He takes care of cashing in collateral in the event of players not paying back loans on a unacceptable level (i.e. he steals your ships).

  • Economy
    • Make planets "commodity bazaars"
    • Mining see link
    • Implement reputation system (i.e. only unlawful can dock at smug selling bases, only imps and civs can dock at imp military bases)
    • Dynamic news
    • Write up all decisions and rules for players to read in the wiki
    • Disaster recovery solution see link


*DONE* parking lot
  • Make a relationship between nicknames and ids_names.
  • Auto-update of svn and restart of the game server every 2 hours.
  • [setup production-grade game server and co-locate.
  • Set for 5/6/2011
  • Make a relationship between nicknames and infocards.
  • Need complete set infocards.
  • Make a relationship between crc numbers and nicknames.
  • Implement levels of security.
  • Make commodities screen for admins.
  • Make a functional event log with tabs per security level.
  • Link commodities buy and sell locations to ini file generator.
  • Make trades screen for normal players.
  • Make dynamically changing prices through FLHook socket.
  • Make a stockpile system in the database.
  • Server side web screens and information wiki
  • Implement docking philosophy berth/med moor/jump
  • Create new stations: a cap moor at each major planet (if not already around there)
  • Implement personal banking and faction banking.
  • base center points (coordinates in a FL system) established for the influence system to use as references to determine whether the base is affected by an influence event



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Re: Qi's TODOs

by Qi » 07 Aug 2011, 16:31

added member list



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Re: Qi's TODOs

by Qi » 13 Aug 2011, 22:17

[*] Implement docking philosophy berth/med moor/jump

Done this. The trade screen has a filter on ship size. See linkie


[*] Create new stations: a cap moor at each major planet (if not already around there)

Not necessary any more. Container transports can land on planets



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Re: Qi's TODOs

by Qi » 14 Aug 2011, 19:34

added work todo on influence



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Re: Qi's TODOs

by Momouk32 » 17 Aug 2011, 09:29

How do you plan to finish all this by Dec when people are still talking about how to implement some of it? :)
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Re: Qi's TODOs

by Qi » 17 Aug 2011, 10:05

Indeed



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Re: Qi's TODOs

by Qi » 22 Aug 2011, 22:30

Banking 50%
See screens growing at link



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Re: Qi's TODOs

by Qi » 31 Aug 2011, 17:34

Added economy item: Turis' findings



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Re: Qi's TODOs

by Qi » 04 Sep 2011, 21:16

Bank system exists here



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Re: Qi's TODOs

by Qi » 04 Sep 2011, 21:50

added debt system. It does not have the highest priority, so shelved.



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