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Author Topic: Iron Star - Image Spam: The Thread  (Read 13569 times)

mastahcheese

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Re: Iron Star - Image Spam: The Thread
« Reply #90 on: August 08, 2014, 12:40:46 pm »

It's nice to see this progressing.
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cerapa

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Re: Iron Star - Image Spam: The Thread
« Reply #91 on: August 08, 2014, 02:34:22 pm »





I have implemented Fertility(AKA glorified humidity if I have made any posts earlier on the topic). I basically have a value called humidity spread out from the sea which conforms to the terrain, the thing causing the big deserts is that the humidity value of the sea is changed by a noise function. If the humidity is over a certain threshold, then I say that the node is fertile. Not realistic at all, but seems to work.

In cases where the terrain is flat, and the humidity noise is high, you get stuff like the topmost image, which according the water level should be a desert, but instead appears to be a goddamn rainforest. The intent was to make planets have more varied terrain, I feel like I have succeeded.

And in case anyone is wondering, no, I in fact didn't do any work on the UI or actual gameplay. Sue me. :P

Are civilizations going to start off at the same point as the player, or will they be randomly generated as well? (or perhaps generated around your borders?).

If there are a lot of planets, it might be tricky to simulate all those civs sprouting up if your planet maps are large as well.

They will spread out from the player. Occasionally planets will rebel against you, or on a planetary scale a few people will just grab a bunch of your stuff and start a colony on the other side of the planet.

And indeed, having a bunch of planets with each having their own factions might be quite demanding. I will have to see how resource efficient I can make the AI.
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Graknorke

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Re: Iron Star - Image Spam: The Thread
« Reply #92 on: August 11, 2014, 06:08:02 pm »

Pretty.
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KingofstarrySkies

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Re: Iron Star - Image Spam: The Thread
« Reply #93 on: August 11, 2014, 06:19:25 pm »

PTW.
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cerapa

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Re: Iron Star - Image Spam: The Thread
« Reply #94 on: August 12, 2014, 10:11:17 am »





It never ceases to amaze me how I can just make the images spit out any variable I choose. The above are just to see if a smoothing thing that's supposed to create plains is working. Seems to be ok.


Anyway. Planet generation is now multithreaded, meaning that it's now crazy fast. On my processor it can make a 3648x1824(resolution) planet image in 2 seconds.
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Lost in Nowhere

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Re: Iron Star - Image Spam: The Thread
« Reply #95 on: August 13, 2014, 02:42:07 pm »

Heh, this looks awesome. It would be fun to mess around with it.
Side note: the most recent download link, on page 6, doesn't work.
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Graknorke

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Re: Iron Star - Image Spam: The Thread
« Reply #96 on: August 13, 2014, 04:21:23 pm »

Even prettier.
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cerapa

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Re: Iron Star - Image Spam: The Thread
« Reply #97 on: August 14, 2014, 09:40:25 am »

Heh, this looks awesome. It would be fun to mess around with it.
Side note: the most recent download link, on page 6, doesn't work.

Yeaaah. The place where I upload stuff(and the images here) deletes unused stuff.

Let me just tidy up some stuff and I will upload the latest. There isn't much to do except look at planets at the moment though.
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cerapa

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Re: Iron Star - Image Spam: The Thread
« Reply #98 on: August 14, 2014, 11:02:56 am »

The "tidying up" kinda became something a bit bigger.




What you see right there is contested coastline. Red means that the macro level(nodes/tiles/regions/whatever) sees that particular piece as land, and green means that the micro level(used purely for the image) sees it as land.

So now I get to decide what coastline I want. Basically the red stuff is important on a gameplay clarity front, but the green is important for the beauty factor.
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cerapa

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Re: Iron Star - Image Spam: The Thread
« Reply #99 on: August 14, 2014, 02:54:25 pm »

Okay, if anyone wants to try it out here's a linky. (64 bit)

Don't forget to set the settings in init.txt.
You can close windows and the planet screen by clicking on the top left.
You can drag the windows around, theres an invisible bar of dragging on the top.
Mousewheel to zoom in/out on planet screen. Click and drag to move the view everywhere.

Let me know if you see any particularly odd formations or find any bugs.
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_DivideByZero_

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Re: Iron Star - Image Spam: The Thread
« Reply #100 on: August 29, 2014, 11:58:18 pm »

When you zoom out the camera feels unnecessarily shaky.

The color-scheme itself is also pretty dark on planets, especially for such a small window.
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cerapa

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Re: Iron Star - Image Spam: The Thread
« Reply #101 on: October 06, 2014, 09:57:47 am »

Yeah...can't really do much about the shakyness. I will have to look more into it, but I think it's more a problem with SDL's behaviour than with my code.

The colour-schemes will all be changed in time.



Gotta colonize 'em planets.

So, this might finally be actually getting somewhere. It's all quite rudimentary at the moment and the inhabited area on the picture was created by me clicking on a region and then on a button which spawns a population unit there, but it's a start.
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Gentlefish

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Re: Iron Star - Image Spam: The Thread
« Reply #102 on: October 06, 2014, 12:41:27 pm »

Green is population?

Does it spread by itself yet? :o

cerapa

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Re: Iron Star - Image Spam: The Thread
« Reply #103 on: October 06, 2014, 12:45:43 pm »

Yup, green is pop and not yet.

I haven't implemented a "next turn" button yet, nor the logic, so it doesn't do anything. Right now it just has some population units assigned to a debug society, the associated land and whatever. It's mostly just a skeleton at the moment. Gotta put some muscles on it to make it move.
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cerapa

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Re: Iron Star - Image Spam: The Thread
« Reply #104 on: October 13, 2014, 01:42:21 pm »

So I have added some systems. People can get jobs now, so they're producing food. They are also eating. And dying if they don't get any.

Each region has a max amount of people that can farm due to fertilty. The game then checks if there are any unemployed people and assigns them to work in the farms. If people get fed, then they grow, if they don't, then they decrease in number. There is also a stockpile of food. Food is treated as mostly just another resource, so it lasts forever, gets stockpiled and whatever. But there is something !!fun!! that popped up.

You see, each farmer produces more than it eats. While people are still growing, everyone is employed and everyone is adding their production to the stockpile. There is a shitton of food produced during this period. But the thing is, the stockpile causes the population to grow even after the demand gets bigger than the production. And at some point the stockpile runs out.

Turning this:


Into this:


Over a period of just a few turns, pretty much millions starve to death, turning previously heavily inhabited megacities into rular communities filled only with farmers. And because of the way I assign leftover food(that people with actual jobs don't eat) people become heavily concentrated into a single capital.


I think I'm starting to get to the truly fun bits of working on this.
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