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 V2 Dev Log, Just what have I been up to?
zilko
Posted: May 19 2006, 02:59 PM


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Okay, let me start a log of what I'm up to in the v2 development.

Today I finished the first pass at the trade balancing code. I have no illusions that this is complete. This first pass only laid down the basics of the code and allocates all trade using an equal weighting system. This will change as I refine the algorythm adding weight to MFN status and currency strengths.

Then I'll need to work on the fallout of not exporting all of your goods or satisfying your demands for imports (that should be fun <vbeg>).
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zilko
Posted: May 24 2006, 06:11 PM


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I've just started a new summer job, so my time is limited. I will get in as much coding as possible. I'm tweaking the base trade code to get it working, after that I'll be adjusting it to incorporate all of the factors in appropriate measure.
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zilko
Posted: Jun 1 2006, 07:41 AM


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Whew, talk about busy, I've been working 40 hours a week these past couple of weeks. And, I'll be offline this whole weekend enjoying a little break from it all. Hopefully, I'll get some time next week to adjust the trade code.
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zilko
Posted: Jun 7 2006, 08:45 AM


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I'm back, made a few minor changes to the early trade balance code (all currently invisible from the front end) to eliminate some of the warnings I was seeing in the log. Once that's cleared and the resulting values look good, I'll make the results visible and start adding more complexity to the process (like trade relations, etc.).
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zilko
Posted: Jun 17 2006, 12:42 PM


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I'm still tweaking the trade code to balance exports and imports.

Other than that and some bug fixes I think I'm going to take the rest of the month off from other v2 development while I put a little time into the PHP redesign of The Pirates Hold and add some badly delayed updated information to that site.

I'm still checking in here to see what you all have to say/suggest, so don't feel abandoned. pirate_emoticon.png
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zilko
Posted: Jun 21 2006, 01:43 PM


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OMG, I ran across a serious lapse in the trade code that explains why I was seeing an order of magnitude disparity between imports and exports in my balancing code. Sigh, I was using raw demand rahter than reducing it by the 'in-nation' production. I've corrected this, so there is a good chance that the initial code will work now. If so then I will update the v2 nation display to show the results, and I will be able to move on to the next pahse of adjusting the trade weighting to reflect currency strengths and relations, huzah.

After that comes the immigration adjustments which should be far easier to work with (hell, I may try to get the basic code for that running today, while I wait to see if the trade adjustment is working). pirate_emoticon.png
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zilko
Posted: Jun 23 2006, 01:07 PM


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Well, I ran into a bug in the update code, due to the processor limit on jobs (balancing trade and immigration on the default region was fairly intensive), so I split the code into two sections to aleviate the problem. We'll see if it works in tonight's update.

I made a little tweak on the immigration code to start adding in a more complex adjustment. If it works tonight, I'll try to get the value displayed this weekend.
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zilko
Posted: Jul 7 2006, 09:26 AM


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I've streamlined the update code so that it runs to completion now. It looks like trade is running to completion as is immigration. I'll try to add some code today to start displaying some immigration values. I'm also narrowing in on a basic trade algorythm; then I can just adjust the weighting code to incorporate all of the various factors (and finish the implementation of the relations code).

I'm also planning to add 4 more default regions and start allocating new nation randomly to the default regions, to ease the strain of the trade code on the updates.
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Ryacko
Posted: Jul 8 2006, 11:26 PM


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Let's not forget birth rates.
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zilko
Posted: Jul 9 2006, 06:15 PM


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QUOTE (Ryacko @ Jul 8 2006, 11:26 PM)
Let's not forget birth rates.

Are you saying that you would like to see a birthrate figure displayed? If so, I think we can discuss it in a separate thread (I don't see much problem, but I'd like to discuss potential factors). pirate_emoticon.png
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zilko
Posted: Jul 25 2006, 07:02 AM


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GN has made its way past 1,000 nations, hurrah!

Not much going on right now, Calculus test today, and the heat is miserable out here. I should get some work done tomorrow, probably on the trade and immigration issues (they are pretty close to done, trade is still a performance hog, and immigration still needs balancing, but these aren't huge obsticals and I can currently afford to devote some brain cells to the problems).
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zilko
Posted: Jul 27 2006, 07:10 AM


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Okay, I've gotten trade and immigration to balance at last. I have one modification to the basic algorythm of trade yet to do and we will see how that turns out tomorrow, but for the most part the basic code is in place.

Next up will be enhancing the weighting in each with additional factors and adding in the relations code so that you can Embargo or MFN a nation. Then I may fix a bug or two and look at the v2 dev list again, to see what's next on my plate.
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zilko
Posted: Jul 27 2006, 12:35 PM


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Well, that last algorythm change is in place. I'll make sure it works first then start playing with the various factors that will affect the weighting structure and add in relations setting (embargos first since that is the easiest to deal with, I may add a shortcut 'close borders' as the equivalent of a blanket embargo to shutdown all trade, but that will come later).

I've looked at the list of v2 features and I think the forum needs to be next on the list to address the lack of community problems. This will probably require some changes to the registration/login process that I will test on the parallel universe and provide ample warning before porting the changes over here.

If the timing is right I may finalize those features into an early v1.1 release ( other partial releases may follow with v2.0 being the final version when all of the planned v2.0 features are finished and rolled out).
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Ryacko
Posted: Jul 27 2006, 12:50 PM


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What pararrel universe?
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zilko
Posted: Jul 28 2006, 09:07 AM


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Okay, the update seems to have gone well last night, so I can now consider the basic algorythm for Trade and Immigration balance to be fairly solid. It is now time to start adding in the various weighting factors.

Ryacko, I have a seperate GN site (parallel universe) that I use primarily for 'major' testing (such as alterations to the registration process). It runs pretty much the same code on the same data, but allows me to do things that might have drastic impacts on the data or accessability of the site. pirate_emoticon.png
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