Re: Computer Full Thrust
From: Christopher Pratt <valen10@f...>
Date: Sun, 01 Feb 1998 18:05:38 -0500
Subject: Re: Computer Full Thrust
i tried to get the FT ship creator program but the link was broken
I'd really like a copy of that program...
thanks
christopher pratt
valen10@flash.net
Tim Jones wrote:
>
> On Saturday, January 17, 1998 9:31 PM, TJ [SMTP:redleg7@bigfoot.com]
wrote:
>
> This is a bit late due to the fact I've been away 2wks (having a baby)
and had
> 580 FT messages to wade through!
>
> >
> > Ship Editor
> > I wonder why no one has made a program for ship designs. I've seen
> > the spreadsheets,
>
> Best candidate to what you describe so far
>
> http://netnow.micron.net/~ericski/full.htm
>
> See windows 95 ship creator
>
> >
> > CFT Graphics
> > It would be nice to capture that miniatures feel in CFT, but I don't
> > think it's necessary. A simple overhead view using a hex based map
>
> Don't know if we really need hex maps. The best candidate to what you
describe
> so far
>
> http://www.york.ac.uk/~mkh100/newweb/FTMAP.frames.html
>
> Also there was a Java Full Thrust Battle Computer which was
> pretty good for tactical planning but not graphics rich, no URL?
>
> >
> > AI
> > Always an issue in computer games. Most of the space empire games
> > I've seen (Stars! and SE) have "battle logic" or "battleplans" that
> > are programmed by the player. I'm thinking along the same lines
> > except with a little more detail added. Of course in a game like
CFT
> > you wouldn't need these battleplans because the player is
> > controlling every aspect of the ships operation. You could develop
> > what I call Battle Drills that could be used to make the computer
> > play better. In a campaign game you could use these battle drills
to
> > automate combat. A collection of battle drills covering certain
> > situations would be called a doctrine template. This is the players
> > warfighting philosophy directly translated into AI form. The idea
is
> > to get the computer to fight as if the player was actually
> > controlling the ships.
>
> The other approach is robot ships (anyone played xpilot). It
> would be quite simple to program a computer to place a ship so that
> its maximum number of its weapons can bear and the minimum of the
enemies,
> that would make the robots hard to beat in a broadside knife fight.
There are
> some solo play robot rules knocking 'bout
>
> http://ourworld.compuserve.com/homepages/pdga6560/ftrobot.html
>
> I like your idea of doctrine templates, they could also be modified
for
> xeno types.
>
> >
> > Hope I didn't offend anyone by my ideas.
>
> Great people talk about ideas, Average people talk about things,
> Small people talk about people.
>
> sincerely
> tim jones
> --
> Reality is for those who can't cope with Science Fiction.