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Messages - Skele

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766
Games / Re: Shores of Hazeron - now with more an hero
« on: April 10, 2011, 12:08:06 AM »
Yeah, I might remove some troop beds.

767
So like a key-value pair?

EDIT: Or an associative array, such that in PHP you can access a value in an array by doing Test["q"].

If so, check out the map object:
http://www.cplusplus.com/reference/stl/map/

Funny how it came back to templates?

Essentially you declare the map as Map<string, Test>, where string is the key, and Test is the value.

768
That's kind of spooky. How deep is it?

769
Alright, I had to re-read that. Also, for future reference, don't be a richard to someone trying to help you.

From what I gathered, you want the input to become a sub-class of the object Test? As far as I know with C++, this can't be done.

Now, since I am fairly good with object-oriented design, maybe you can explain what you need it for? There could be other possible solutions.

770
Alright, so you want to load a string object with the value given by the console input stream?

771
Oh my loving god.

In this case I'm using it as a way to express an idea singularly in code. From now on I'll use //

I want to create an object, based on the value inputted by the end user. You said yourself. The question is how.
Calm down. Mention that the first time. The way you were saying it, using Test before the <> made it look like the syntax for templates. How was I supposed to know?

Anyways, I'm not quite sure what you are asking exactly. Like, like if you are just creating an instance of that object and passing the inputted value, that's easy enough.

Test newTest = Test(q);

772
You want to make an unique object, dynamically, based on a value inputted by the end user? Or do you want to create an instance of an object and give it the value? I don't know what you want between < ... >. In C++, those characters are used for creating a template class (in that context).

773
In short, I need a way to do something like

Test <value of string goes here>;


Test<String>, Test<Int>, etc? Look up templates.

774
Games / Re: Shores of Hazeron - now with more an hero
« on: April 09, 2011, 05:18:49 PM »
So we are limited to TL4 ships? I'm assuming we can increase our TL later though right? If so I can hold onto the design for when it can be made.

EDIT:

Alright, here's my behemoth of a ship that we won't be able to make until we get TL23.



Code: [Select]
Modified
STREAMLINED STARSHIP
Tech Level 23
Armor Level 10 = TL10
3,996,332kg Mass = TL12
30 Crew+Passenger+Troop Berths = TL23
Manufacture = TL23
Combat Factors
Attack 119, Weapon Bay 1
Attack 119, Weapon Bay 2
Defend 114
Estimated Cost 6,675,000¢ at TL23 Using Q192 Components

HULL
Metal Hull Module TL23
Armor Level 10, Defend +105
9,395m³ Volume
82.76m Length, Must Spawn at Station
24.14m Width
17.07m Height, 6 Decks, Must Spawn at Station
3,996,332kg Mass
2,529,067kg Equipment
44,654kg Fuel
1,422,610kg Hull

ENGINEERING
330 Maneuver Drive Units
Gravity Drive Module TL23
196m/sec/sec Acceleration, Attack/Defend +9 SLOW
32m/sec/sec Vertical Acceleration
659 Power Plant Units
Power Plant Module TL23
Capacitor 1,383.9
93 FTL Drive Units
Wormhole Drive FTL Module TL23
92 Units Sufficient to Engage

FUEL
Fuel Cell TL23
1,340m³ Hydrogen
25.1 Days at 53.36m³ Hydrogen per Real Day while Idling
Life Support, Maneuver Drive, Sensor and Shield Powered On
45 Days at 29.81m³ Hydrogen per Real Day while Holding
Life Support, Sensor and Shield Powered On; Maneuver Drive on Hold

AVIONICS
Command And Control Module TL23
Captain's Chair - Bridge 1 Deck 5
Engineer Station - Bridge 1 Deck 5
Fire Control Station - Bridge 1 Deck 5
Fire Control Station - Weapon Bay 1 Deck 3
Fire Control Station - Weapon Bay 2 Deck 3
Helm - Bridge 1 Deck 5
Medic Station - Sickbay 1 Deck 4
Navigator Station - Bridge 1 Deck 5
Power Relay Station - Engine Room 1 Deck 1
Power Relay Station - Engine Room 1 Deck 4
Sensor Station - Bridge 1 Deck 5
Sensor Station - Sensor Room 1 Deck 3
Shield Station - Bridge 1 Deck 5
Shield Station - Shield Room 1 Deck 3
Transporter Station - Transporter Room 1 Deck 4
3 Game Tables
15 Life Support Units
Life Support Module TL23
164 Sensor Units
Sensor Module TL23
Planetary Range 2,230,679m
164 Shield Units
Energy Shield Module TL23
Absorbs 17,219e per Side
Sickbay 1 Deck 4
Surgery Medical Module TL23
Transporter Room 1 Deck 4
Personnel Transporter Module TL23
3 Transporter Pads

ARMAMENT
Weapon Bay 1, 240 Units
Cannon Bay Module TL23, Attack +110
Range 115,021m
Capacitor Adequate for 5 Consecutive Shots at Full Power
Weapon Bay 2, 240 Units
Cannon Bay Module TL23, Attack +110
Range 115,021m
Capacitor Adequate for 5 Consecutive Shots at Full Power
16 Turrets
Capacitor Adequate for 86 Shots per Turret
Weapon Bay 2 Deck 2
Pulse Laser Turret Module TL23
Range 1,049m
Weapon Bay 2 Deck 2
Pulse Laser Turret Module TL23
Range 1,049m
Weapon Bay 2 Deck 2
Pulse Laser Turret Module TL23
Range 1,049m
Weapon Bay 2 Deck 2
Pulse Laser Turret Module TL23
Range 1,049m
Weapon Bay 1 Deck 4
Pulse Laser Turret Module TL23
Range 1,049m
Weapon Bay 1 Deck 4
Pulse Laser Turret Module TL23
Range 1,049m
Weapon Bay 1 Deck 4
Pulse Laser Turret Module TL23
Range 1,049m
Weapon Bay 1 Deck 4
Pulse Laser Turret Module TL23
Range 1,049m
Hall 1 Deck 5
Pulse Laser Turret Module TL23
Range 1,049m
Hall 1 Deck 5
Pulse Laser Turret Module TL23
Range 1,049m
Hall 1 Deck 5
Pulse Laser Turret Module TL23
Range 1,049m
Hall 1 Deck 6
Pulse Laser Turret Module TL23
Range 1,049m
Hall 1 Deck 6
Pulse Laser Turret Module TL23
Range 1,049m
Hall 1 Deck 7
Pulse Laser Turret Module TL23
Range 1,049m
Hall 1 Deck 7
Pulse Laser Turret Module TL23
Range 1,049m
Hall 1 Deck 7
Pulse Laser Turret Module TL23
Range 1,049m

CREW
1 Officer Stations
14 Crew Stations
1 Drivers
16 Turret Gunners

QUARTERS
1 Officer Berths
14 Crew Berths
16 Troop Berths

HOLD
363m³ Storage Space
Room for 8,958 Commodities

VEHICLE BAYS
145m³ Vehicle Bays
 1 APC

DAMAGE CONTROL
348,710 Total Hit Points
329,310 Structure Hit Points
22,360 Fuel Cell
12,700 Hold
289,170 Hull
5,080 Vehicle Bay
19,400 Equipment Hit Points
150 Command and Control
3,300 Maneuver Drive
150 Life Support
6,590 Power Plant
1,640 Sensor
1,640 Shield
10 Medical
30 Transporter
160 Turret
4,800 Weapon
930 FTL Drive

MANUFACTURE
 35,585 Metal
 5,434 Electronic Part
 3,575 Mechanical Part
 1,630 Plastic
 27 Computer
 93 Textiles
 93 Lumenite
 330 Grav Coupling
 178 Cryo Heat Sink
 496 Heavy Weapon
 150 Air
 3 Io Tube
 Electricity
 Fitting Wrench
 Screw Driver
 Clamp
 Soldering Iron
 Pliers
 Torque Wrench
 Oscilloscope
 Tongs
 Hammer
 Wrench
 Glue Gun
 Sewing Needle

775
Games / Re: Shores of Hazeron - now with more an hero
« on: April 09, 2011, 04:22:57 PM »
Yeah, I'm redesigning it. Made a better one. Is it TOO expensive though? Like what are my limits?

776
Games / Re: Shores of Hazeron - now with more an hero
« on: April 09, 2011, 02:00:28 PM »
Hey Feep, when you said it doesn't matter how big the ship is, were you just saying that?

I designed a large cruiser with every system I could use. Its estimated cost is 5.5 million at TL25. Is that too expensive? :(

EDIT:

Modified
STREAMLINED STARSHIP
Tech Level 25
Armor Level 7 = TL7
1,519,860kg Mass = TL5
32 Crew+Passenger+Troop Berths = TL25
Manufacture = TL25
Combat Factors
Attack 147, Weapon Bay 1
Defend 104
Estimated Cost 5,496,000¢ at TL25 Using Q192 Components

HULL
Metal Hull Module TL25
Armor Level 7, Defend +77
4,727m³ Volume
62.07m Length, Must Spawn at Station
31.04m Width
12.19m Height, 4 Decks
1,519,860kg Mass
969,922kg Equipment
29,431kg Fuel
520,506kg Hull

ENGINEERING
332 Maneuver Drive Units
Gravity Drive Module TL25
541m/sec/sec Acceleration, Attack/Defend +27 FAST
87m/sec/sec Vertical Acceleration
88 Power Plant Units
Power Plant Module TL25
Capacitor 193.6
13 FTL Drive Units
Wormhole Drive FTL Module TL25
73 Units NEEDED to Engage

FUEL
Fuel Cell TL25
925m³ Hydrogen
28.3 Days at 32.67m³ Hydrogen per Real Day while Idling
Life Support, Maneuver Drive, Sensor and Shield Powered On
103 Days at 8.98m³ Hydrogen per Real Day while Holding
Life Support, Sensor and Shield Powered On; Maneuver Drive on Hold

AVIONICS
Command And Control Module TL25
Captain's Chair - Bridge 1 Deck 4
Engineer Station - Engine Room 1 Deck 2
Fire Control Station - Bridge 1 Deck 4
Fire Control Station - Weapon Bay 1 Deck 2
Helm - Bridge 1 Deck 4
Medic Station - Sickbay 1 Deck 3
Navigator Station - Bridge 1 Deck 4
Power Relay Station - Engine Room 1 Deck 2
Sensor Station - Bridge 1 Deck 4
Sensor Station - Sensor Room 1 Deck 2
Shield Station - Bridge 1 Deck 4
Shield Station - Shield Room 1 Deck 2
Transporter Station - Transporter Room 1 Deck 3
2 Game Tables
18 Life Support Units
Life Support Module TL25
31 Sensor Units
Sensor Module TL25
Planetary Range 441,732m
31 Shield Units
Energy Shield Module TL25
Absorbs 3,410e per Side
Sickbay 1 Deck 3
Surgery Medical Module TL25
Transporter Room 1 Deck 3
Personnel Transporter Module TL25
1 Transporter Pads

ARMAMENT
Weapon Bay 1, 30 Units
Cannon Bay Module TL25, Attack +120
Range 42,602m
Capacitor Adequate for 6 Consecutive Shots at Full Power
14 Turrets
Capacitor Adequate for 13 Shots per Turret
Hall 1 Deck 2
Pulse Laser Turret Module TL25
Range 1,099m
Hall 1 Deck 2
TL25
Range 1,099m
Hall 1 Deck 2
Pulse Laser Turret Module TL25
Range 1,099m
Hall 1 Deck 2
Pulse Laser Turret Module TL25
Range 1,099m
Hall 1 Deck 2
Pulse Laser Turret Module TL25
Range 1,099m
Hall 1 Deck 2
Pulse Laser Turret Module TL25
Range 1,099m
Barracks 1 Deck 2
Pulse Laser Turret Module TL25
Range 1,099m
Barracks 1 Deck 2
Pulse Laser Turret Module TL25
Range 1,099m
Barracks 1 Deck 3
Pulse Laser Turret Module TL25
Range 1,099m
Hall 1 Deck 4
Pulse Laser Turret Module TL25
Range 1,099m
Hall 1 Deck 4
Pulse Laser Turret Module TL25
Range 1,099m
Hall 1 Deck 4
Pulse Laser Turret Module TL25
Range 1,099m
Hall 1 Deck 4
Pulse Laser Turret Module TL25
Range 1,099m
Galley 1 Deck 4
Pulse Laser Turret Module TL25
Range 1,099m

CREW
1 Officer Stations
12 Crew Stations
1 Drivers
14 Turret Gunners

QUARTERS
1 Officer Berths
16 Crew Berths
16 Troop Berths

HOLD
319m³ Storage Space
Room for 8,258 Commodities

VEHICLE BAYS
174m³ Vehicle Bays
 1 APC

DAMAGE CONTROL
131,940 Total Hit Points
126,220 Structure Hit Points
11,220 Fuel Cell
8,510 Hold
101,850 Hull
4,640 Vehicle Bay
5,720 Equipment Hit Points
130 Command and Control
3,320 Maneuver Drive
180 Life Support
880 Power Plant
310 Sensor
310 Shield
10 Medical
10 Transporter
140 Turret
300 Weapon
130 FTL Drive

MANUFACTURE
 14,992 Metal
 1,132 Electronic Part
 1,388 Mechanical Part
 608 Plastic
 42 Cryo Heat Sink
 44 Heavy Weapon
 90 Textiles
 332 Grav Coupling
 180 Air
 13 Lumenite
 21 Computer
 1 Io Tube
 Electricity
 Fitting Wrench
 Screw Driver
 Clamp
 Soldering Iron
 Pliers
 Torque Wrench
 Oscilloscope
 Tongs
 Hammer
 Wrench
 Glue Gun
 Sewing Needle

777
Off Topic / Re: Canada. forget. Yes.
« on: April 08, 2011, 05:21:20 PM »
What city? I hear Montreal has really lovey female police officers.

778
Games / Re: Shores of Hazeron - now with more an hero
« on: April 08, 2011, 01:23:31 PM »
How do you migrate over?

779
Games / Re: Shores of Hazeron - now with more an hero
« on: April 08, 2011, 01:15:33 PM »
If the empire is open does that mean I can just migrate over? What does the native character for that empire look like, cause mine right now is some human dude with wings.

Also, if I deleted my old character, would the name be removed the database? I remember having an issue before where the game would crash during character creation and I'd lose the name.

780
Off Topic / Re: Sadistic starfishs
« on: April 08, 2011, 12:06:05 PM »
Isn't that from MadTV?

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