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zotobom Newcomer

Posts: 85 Reputation: 2 Join date: 2010-09-26 Age: 22 Location: The Netherlands
 | Subject: Vehicles catogory's? Wed Oct 06, 2010 6:55 am | |
| I know,there will be millitary vehicles,but would cargo vehicles be presented? Like cargo planes? And personal cars for your citizens? And maybe passenger aircraft? |
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Commander Keen Industrial Team Lead

Posts: 1132 Reputation: 35 Join date: 2010-07-23 Location: Czech Republic (not that anyone would know where it is...)
 | Subject: Re: Vehicles catogory's? Wed Oct 06, 2010 9:20 am | |
| The role of vehicles will be decided by FPs/TOs present and partially also selected by the player.
But you have raised an interesting question. I'm going to make a topic about it. |
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The Uteen Sandbox Team Lead

Posts: 1489 Reputation: 68 Join date: 2010-07-06 Age: 16 Location: England, Virgo Supercluster
 | Subject: Re: Vehicles catogory's? Wed Oct 06, 2010 10:22 am | |
| | zotobom wrote: | | I know,there will be millitary vehicles,but would cargo vehicles be presented? Like cargo planes? And personal cars for your citizens? And maybe passenger aircraft? |
Yes Yes Yes The idea has not been raised before, so I'll just say probably. |
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US_of_Alaska Overall Team Co-Lead

Posts: 1341 Reputation: 28 Join date: 2010-07-07 Age: 20 Location: Australia
 | Subject: Re: Vehicles catogory's? Wed Oct 06, 2010 4:13 pm | |
| I'd say that cargo vehicles will have a "Cargo" tag, and civilian would have "Civilian". Basically, all these would be used for would be to show trade routes and population moving around. For your suggestion of commercial aircraft, that would simply be a TO tagged with "Civilian" and "Aircraft" and has the FPs corresponding to both. |
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GamerXA Regular

Posts: 286 Reputation: 10 Join date: 2010-07-06 Age: 24 Location: Australia, Queensland
 | Subject: Re: Vehicles catogory's? Wed Oct 06, 2010 4:26 pm | |
| Any Vehicle that has space to hold items could be used for Cargo and Trade. But their efficiency at the task would not be high. |
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US_of_Alaska Overall Team Co-Lead

Posts: 1341 Reputation: 28 Join date: 2010-07-07 Age: 20 Location: Australia
 | Subject: Re: Vehicles catogory's? Wed Oct 06, 2010 4:28 pm | |
| | GamerXA wrote: | | Any Vehicle that has space to hold items could be used for Cargo and Trade. But their efficiency at the task would not be high. |
They'd need to be tagged with "Cargo", else how will the game know to use them for that? |
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The Uteen Sandbox Team Lead

Posts: 1489 Reputation: 68 Join date: 2010-07-06 Age: 16 Location: England, Virgo Supercluster
 | Subject: Re: Vehicles catogory's? Thu Oct 07, 2010 10:33 am | |
| | US_of_Alaska wrote: | | GamerXA wrote: | | Any Vehicle that has space to hold items could be used for Cargo and Trade. But their efficiency at the task would not be high. |
They'd need to be tagged with "Cargo", else how will the game know to use them for that? |
Surely you can choose what they are used for? the tag should only state their main use, you can use a cargo plane to carry people, and a passenger plane to carry cargo, they would just be less efficient at their job. The option to do the things I just said would help in an emergency, like evacuating a planet due to imminent destruction. |
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Commander Keen Industrial Team Lead

Posts: 1132 Reputation: 35 Join date: 2010-07-23 Location: Czech Republic (not that anyone would know where it is...)
 | Subject: Re: Vehicles catogory's? Thu Oct 07, 2010 2:39 pm | |
| | The Uteen wrote: | | Surely you can choose what they are used for? the tag should only state their main use, you can use a cargo plane to carry people, and a passenger plane to carry cargo, they would just be less efficient at their job. The option to do the things I just said would help in an emergency, like evacuating a planet due to imminent destruction. |
Select a what you want to load, select load command, click on the transport. The tags would be more useful for AI players, and reduction of micromanagement on player. |
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US_of_Alaska Overall Team Co-Lead

Posts: 1341 Reputation: 28 Join date: 2010-07-07 Age: 20 Location: Australia
 | Subject: Re: Vehicles catogory's? Thu Oct 07, 2010 4:00 pm | |
| | The Uteen wrote: | | US_of_Alaska wrote: | | GamerXA wrote: | | Any Vehicle that has space to hold items could be used for Cargo and Trade. But their efficiency at the task would not be high. |
They'd need to be tagged with "Cargo", else how will the game know to use them for that? |
Surely you can choose what they are used for? the tag should only state their main use, you can use a cargo plane to carry people, and a passenger plane to carry cargo, they would just be less efficient at their job. The option to do the things I just said would help in an emergency, like evacuating a planet due to imminent destruction. |
You don't seem to understand. The game can only understand what a TO does in the real world because of its tags. Else the AI will send cars into the ocean, boats into the sky and use horse and carts to transport nuclear warheads. |
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Xenopologist Learner
Posts: 108 Reputation: 3 Join date: 2010-08-07
 | Subject: Re: Vehicles catogory's? Thu Oct 07, 2010 4:31 pm | |
| | US_of_Alaska wrote: | | The Uteen wrote: | Surely you can choose what they are used for? the tag should only state their main use, you can use a cargo plane to carry people, and a passenger plane to carry cargo, they would just be less efficient at their job. The option to do the things I just said would help in an emergency, like evacuating a planet due to imminent destruction. |
You don't seem to understand. The game can only understand what a TO does in the real world because of its tags. Else the AI will send cars into the ocean, boats into the sky and use horse and carts to transport nuclear warheads. |
Won't that be handled by the physics engine and the impracticality of such tech disparity? Cars won't float, boats won't fly, and by the time the AI develops nuclear weaponry horses and carts will be far obsolete. I agree with Uteen; tags only need describe primary tasks, not limit what the vehicle can do. The vehicle's FPs and physical structure will do that just fine. |
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~sciocont Overall Team Lead

Posts: 3277 Reputation: 102 Join date: 2010-07-06
 | Subject: Re: Vehicles catogory's? Thu Oct 07, 2010 5:18 pm | |
| | Xenopologist wrote: | | US_of_Alaska wrote: | | The Uteen wrote: | Surely you can choose what they are used for? the tag should only state their main use, you can use a cargo plane to carry people, and a passenger plane to carry cargo, they would just be less efficient at their job. The option to do the things I just said would help in an emergency, like evacuating a planet due to imminent destruction. |
You don't seem to understand. The game can only understand what a TO does in the real world because of its tags. Else the AI will send cars into the ocean, boats into the sky and use horse and carts to transport nuclear warheads. |
Won't that be handled by the physics engine and the impracticality of such tech disparity? Cars won't float, boats won't fly, and by the time the AI develops nuclear weaponry horses and carts will be far obsolete. I agree with Uteen; tags only need describe primary tasks, not limit what the vehicle can do. The vehicle's FPs and physical structure will do that just fine. |
Physics will only be used for this in org mode. basically, physics will only determine what tags it can have after it's tested in the tech area._________________ Remember our goals: simplicity, science, and playability. Keep them in mind always. [OE]| [FAQ]|[Wiki]|[My Blog]  |
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US_of_Alaska Overall Team Co-Lead

Posts: 1341 Reputation: 28 Join date: 2010-07-07 Age: 20 Location: Australia
 | Subject: Re: Vehicles catogory's? Fri Oct 08, 2010 1:32 am | |
| | ~sciocont wrote: | | Physics will only be used for this in org mode. basically, physics will only determine what tags it can have after it's tested in the tech area. |
Okay, i think that the solution to this problem UTeen is having with things only doing what they were built to can be solved by having an option in the Tech Editor that checks the TO against every possible tag. Does this work for everyone? |
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The Uteen Sandbox Team Lead

Posts: 1489 Reputation: 68 Join date: 2010-07-06 Age: 16 Location: England, Virgo Supercluster
 | Subject: Re: Vehicles catogory's? Fri Oct 08, 2010 1:26 pm | |
| So the game figure out what tags a TO can have and assigns them to it, making it so when physics is off, the effects of it still work on the object. The tags entered by the user will be the ones the AI uses it for, and the TO will be best at doing? Of course, if there isn't some way of making tagged uses the player doesn't select not as effective, this feature will be abused, players making the AI use mini-coopers for delivery, aeroplanes as cars, and motorbikes for public transport...  Ah, strange world. |
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eumesmo Regular

Posts: 297 Reputation: 6 Join date: 2010-07-09
 | Subject: Re: Vehicles catogory's? Fri Oct 08, 2010 4:27 pm | |
| there was a company that once made vehicles that were both cars and planes, made of the back of a cesna and the front of a fiat pinto |
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US_of_Alaska Overall Team Co-Lead

Posts: 1341 Reputation: 28 Join date: 2010-07-07 Age: 20 Location: Australia
 | Subject: Re: Vehicles catogory's? Fri Oct 08, 2010 7:01 pm | |
| | The Uteen wrote: | So the game figure out what tags a TO can have and assigns them to it, making it so when physics is off, the effects of it still work on the object.
The tags entered by the user will be the ones the AI uses it for, and the TO will be best at doing?
Of course, if there isn't some way of making tagged uses the player doesn't select not as effective, this feature will be abused, players making the AI use mini-coopers for delivery, aeroplanes as cars, and motorbikes for public transport... Ah, strange world. |
This is why i wanted the player to choose what it was designed for... |
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