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		<title>Fragmented Galaxy News</title>
		<link>http://f-g.wikidot.com/start</link>
		<description></description>
				<copyright></copyright>
		<lastBuildDate></lastBuildDate>
		
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				<guid>http://f-g.wikidot.com/forum/t-103499/planet-tool-design-delay</guid>
				<title>Planet Tool Design Delay</title>
				<link>http://f-g.wikidot.com/forum/t-103499/planet-tool-design-delay</link>
				<description>A small mistake.</description>
				<pubDate>Sun, 09 Nov 2008 02:58:56 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>I'm working on a tool to let users design algorithms for generating planets. This concept is complex; I mistakenly focused too much what the planet appears to do, design a planet. This is not what it does, and thus I made a mistake. Currently the planet tool generates a series of layers that are used to generate the textures for the planet. What I need to do is have is a planet that accepts the series of layers that define the algorithm, and use them to texture itself. Basically I need split the cashed information and save it as part of the planet, not a layer, and use data from the planet when generating everything. It will take a few hours of work to fix, so there will be some delays.</p> 
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				</content:encoded>								<category>Game News</category>
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				<guid>http://f-g.wikidot.com/forum/t-95148/planet-tool-progress</guid>
				<title>Planet Tool Progress</title>
				<link>http://f-g.wikidot.com/forum/t-95148/planet-tool-progress</link>
				<description>It is coming together.</description>
				<pubDate>Tue, 07 Oct 2008 02:22:00 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <div class="image-container floatleft"><a href="http://f-g.wikidot.com/local--files/start/PlanetTool.png"><img src="http://f-g.wikidot.com/local--resized-images/start/PlanetTool.png/medium.jpg" alt="PlanetTool.png" class="image" /></a></div> <p>Now if only all those options did stuff! It is certainly not done, but it is beyond a simple GUI mock up (the undo menu for example does work, and so does redo). The image displayed is generated (in less than a second) by the functions and layers listed, but you can't really edit them to a reasonable extent yet.</p> <div style="clear:both; height: 0px; font-size: 1px"></div> 
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				</content:encoded>								<category>Game News</category>
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				<guid>http://f-g.wikidot.com/forum/t-94947/slow-progress</guid>
				<title>Slow Progress</title>
				<link>http://f-g.wikidot.com/forum/t-94947/slow-progress</link>
				<description>We have been rather busy with other things.</description>
				<pubDate>Mon, 06 Oct 2008 03:46:14 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>For most, if not all of our active developers, school has started. This, along with my many other projects, has delayed my progress quite a bit. Stuff is going forward however.</p> <p>Thanks for reading. Come back when we have some real news. There will be interesting news in not too long. Maybe in a few weeks, maybe less.</p> <p>For now, some random thoughts to keep interest in the project:<br /> It would be possible to have layers in the planet data that reflect mood thus effecting the music.<br /> We can have binary (and more) star systems with planets in both types or orbits (around the stars and around the barycenter (center of mass of the stars)). The current orbit system can handle this just fine, but some changes elsewhere would be needed. Don't go looking for a 2 star 2 moon eclipse screen shot tho, its very unlikely!<br /> The economy will have shipping prices, tariffs, embargoes and such. Thus all the resources will have varied prices in different locations.<br /> Weather and seasons on a planet can effect combat stats, resource production, and other things. For example, food could get expensive during drought or harsh winters, mining can become expensive in wet seasons, population growth can slow or even reverse when conditions suck. Very small forces can have a bonus vs. Large armies in the dark (night or arctic circle in the winter, maybe even when its really cloudy) for stealth reasons.<br /> The hierarchical AI will allow ships to act on their own and in group effectively at the same time, as well as group of groups etc. The level of individualism for ships and groups for various factors will be player set along with priorities for ships and groups.<br /> The blind growing tech tree will allow open the possibility of discovering a never before seen technology. Once discovered, it could be kept secret, but using it in the presence of others makes them more likely to discover it.<br /> Using technologies a lot can increase their bonuses to things that use them.<br /> Player will be able to set up extensive treaties, as well as actions triggered by their violations and other triggers.<br /> With the cost of controlling planets increasing with the size of your nation, the quality of planets will be more important than their quantity. The higher quality planets will reside closer to the center of the galaxy usually. Thus, a player can ether engage in heavy PVP there, or spend more time exploring the rest of the galaxy to find valuable resource rich planets.</p> 
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				</content:encoded>								<category>Game News</category>
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				<guid>http://f-g.wikidot.com/forum/t-90494/back-to-work</guid>
				<title>Back to work</title>
				<link>http://f-g.wikidot.com/forum/t-90494/back-to-work</link>
				<description>HUD Progress</description>
				<pubDate>Sat, 20 Sep 2008 01:08:45 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>I hadn't worked on FG for a while, but now I'm back working on the HUD app. I need to implement frame types, then scripts, and add some script functionality. That should get it working, but it will need optimizations and more functionality for the scripts to access.</p> 
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				</content:encoded>								<category>Game News</category>
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				<guid>http://f-g.wikidot.com/forum/t-87535/new-server-build</guid>
				<title>New Server Build</title>
				<link>http://f-g.wikidot.com/forum/t-87535/new-server-build</link>
				<description>I switched to a new server build</description>
				<pubDate>Tue, 09 Sep 2008 01:12:00 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>You should notice little different, but I changed over to a new server build. It process the ground combat data less often (1 every 10 seconds instead of every second). Also the UPS (updates per second) that currently don't do anything will be lower. The new server averages about 7% CPU on our old 1.25 ghz server. Eventually I'll do GC interpolation so it will change smoothly instead of just updating occasionally. Once that is done, the update rates can be lowered much further.</p> 
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				</content:encoded>								<category>Game News</category>
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				<guid>http://f-g.wikidot.com/forum/t-86936/pricing</guid>
				<title>Pricing</title>
				<link>http://f-g.wikidot.com/forum/t-86936/pricing</link>
				<description>How will FG make money.</description>
				<pubDate>Sun, 07 Sep 2008 02:18:27 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Edit: This thread got linked by MMORTS.com, so visitors from there, welcome. Feel free to post here, or make a new thread<br /> <a href="http://f-g.wikidot.com/forum/c-15171/game-play">in the game play forums</a>. We will welcome any thoughts about game pricing, subscription models, ads, and related subjects. Don't feel required to read this whole thread first because its way too long.</p> <p>As you probably know, running a server takes money. As you also probably know, we have spent a lot of time on FG and will continue to do so. Because of this, eventually Fragmented Galaxy will need to generate some income. I posting this here on the public forums, because the players are greatly effected by how payments work. We are fully open to suggestions at this point.</p> <p>I do have some ideas for how it could work.</p> <p>I think it is important to not charge people until we have a game that is stable enough that it will not lose their data, and will be available most of the time. Once this point is reached, I think it is a good time to start accepting donations, but not nagging or anything.</p> <p>Once the game is pretty much fully featured and onto a fast server, it will be time to evaluate a payment scheme. If donations have not reached the volume we want, something new will be needed. I personally think it is valuable to let people play for free. It greatly boots the user base for one thing. The question is then: what would be different for paying customers? Restricting non paying players in some way makes the game unfair, and adding some non game play effecting difference would also not be good as it singles out non paying players, and often offers too little incentive to pay.</p> <p>Thus I propose a multi server system. We offer a free server tuned to allow very few ships (3-8 or so), and control over very few planets. We might even adjust some other things to keep the CPU and band width lower such as lowering update rates and such. Basically tho, it would be a full version of the game, but scaled to load the servers less, and limit players sooner. It would also probably have a more limited non growing tech tree so new players just joining the check out the game could catch up pretty quick. We would then offer a pro paid server that allows nations to grow much larger and more powerful. It will be tuned for long term play, and have a much higher server load per player because of the higher colonized planet and ship counts. Paying players could play of the pro server, as well as the free one. We could also offer a server resembling the free one tuning wise, but only for paying players. Probably the free server would get by far the most players, and cost the most to host, but the other servers could pay for it, and when the system gets overloaded, or the server costs get too high, we can do stuff to the free server like adjust the tuning and update rates, without feeling like we are preventing people from getting their money's worth. The free server (or a clone of it) would also make a very good high load testing/beta server.</p> <p>Please post your thoughts on the subject here, so we can make sure our players are as happy as possible when the time to collect money comes (not gonna be soon).</p> <p>(Developers, as far as what we do with the money, see the Dev forum. I'll make a post there soon.)</p> 
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				<guid>http://f-g.wikidot.com/forum/t-85800/hud-and-planet-tool-approaching-usable</guid>
				<title>HUD and Planet tool approaching usable.</title>
				<link>http://f-g.wikidot.com/forum/t-85800/hud-and-planet-tool-approaching-usable</link>
				<description>The HUD and the built in editing tools are going well, and so it the planet tool.</description>
				<pubDate>Wed, 03 Sep 2008 00:43:15 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Currently I'm working on the planet tool. I just generalized the later cashing system. Now the cashing system I made for noise can be used on any function in any layer. This means we can have much faster secondary updates, so animated stuff will be much faster. (Hum, animated clouds effected by day/night wind patterns… That has to come after paced sampling, vector layers, and some new noise functions tho)</p> <p>The HUD is also going well. I finished up the frame management that handles all the objects. Now I need to install Tristan's editor, and get scripting working. That's about it really, tho getting scripting fully functional will be lots of work. Once the HUD is up and running, we will have to add features like the edit field Matt has been working on, scroll bars, data handling tools and lots of other stuff. It is going to be a long and hard process, but it is well defined and certainly within our abilities.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-85798/site-fixes-and-cleaning</guid>
				<title>Site fixes and cleaning</title>
				<link>http://f-g.wikidot.com/forum/t-85798/site-fixes-and-cleaning</link>
				<description>The main page was to crowded, so I fixed it.</description>
				<pubDate>Wed, 03 Sep 2008 00:34:23 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>There was too much stuff on the main page, so I shorted up the sections and added pages for the additional news posts and forum activity. I also fixed some other things like the RSS links in the nav bar.</p> <p>Soon we will be fixing up the content in the game play section as well.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-84975/hud-redo-and-ground-combat-design</guid>
				<title>HUD Redo and Ground combat design</title>
				<link>http://f-g.wikidot.com/forum/t-84975/hud-redo-and-ground-combat-design</link>
				<description>Remaking the HUD system</description>
				<pubDate>Sat, 30 Aug 2008 08:11:52 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Expect some delays. We are redoing the whole HUD system. Once finished it will be much faster, and will feature a live in game editor.</p> <p>On another note, we finally came up with and agreed upon a ground combat system. Basically it will allow you to put your nations borders where ever you want, and various settings will determine of there is war or peace where theirs overlap. Scattered across the planet, created by players, are facilities, which extract resources and hold your population. In war zones, the facilities are contested and control can slowly be transferred.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-82262/planet-tool</guid>
				<title>Planet Tool</title>
				<link>http://f-g.wikidot.com/forum/t-82262/planet-tool</link>
				<description>I just put up a new page.</description>
				<pubDate>Mon, 18 Aug 2008 04:19:50 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Check out the <a href="http://f-g.wikidot.com/planet-tool">planet tool</a> page, and let me know what you think.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-80117/in-game-mail-interface</guid>
				<title>In-Game Mail Interface</title>
				<link>http://f-g.wikidot.com/forum/t-80117/in-game-mail-interface</link>
				<description>A taste of the GUI...</description>
				<pubDate>Fri, 08 Aug 2008 06:00:14 +0000</pubDate>
				<wikidot:authorName>tbg10101</wikidot:authorName>				<wikidot:authorUserId>34415</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi! I'm Tristan, the interface guy. I'd like to give you a taste of the <a href="http://f-g.wdfiles.com/local--files/start/Mail.png" >GUI</a> that I am designing. This is a concept graphic for the in-game mail system. I have elected to go with a simple, clean, and elegant style that goes right along with the futuristic aspect of our game.</p> <p>Enjoy!</p> <p>-Tristan</p> <div style="clear:both; height: 0px; font-size: 1px"></div> 
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				<guid>http://f-g.wikidot.com/forum/t-79316/hud-planning-and-planet-progress</guid>
				<title>HUD, Planning and Planet progress</title>
				<link>http://f-g.wikidot.com/forum/t-79316/hud-planning-and-planet-progress</link>
				<description>More done, more to do!</description>
				<pubDate>Mon, 04 Aug 2008 22:02:53 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Tristan and I have been working on refining the API for the HUD scripts, and he has been doing a great job putting together nice looking windows (we have menus with working buttons now).</p> <p>Matt has been carefully breaking up the project into a series of Ages which will be released as we add features, as well as documenting the features they will have. This basically provides a development plan.</p> <p>I have been working on the Planet Tool which will allow anyone to design and algorithms for procedurally generated planets. These designs will then be exported, and used in game, though the planet tool could have lots of other uses (like making high resolution movies of planets evolving over time, generating premade planets with varying LODs for other games, landscape texture generation etc.)</p> <p>Currently the planet tool is just a GUI that does not really do anything, but I have finished coding the multiple undo/redo engine, and am working on the data export/import setup. The planet app is going to use an improved sampling system, with hierarchical layers which should allow many more layers without hurting speed too much. This means things will look good at high zooms. Scattered trees can be placed on forest edges for example. Another neat is past sampling. Because the planet is 4D (changes over time) you can simply sample the past and use it in the functions. This means you could have a HabitatForest layer which you sample at different times to get the forest age. This allows neat things like environmental latency around events (Vegetation takes time to recover and adapt). When combined with impacts, droughts, fires, ice ages, etc it could be really neat, but that level of complexity might be too slow for real time in game stuff (but still fun in the planet tool!). Also of note are planet condition properties such as season, solar input, mass etc. which can be used to effect planets so their content matches the planet's placement and properties in game.</p> <p>That's all for now!</p> 
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				<guid>http://f-g.wikidot.com/forum/t-76698/hud-progress</guid>
				<title>HUD Progress</title>
				<link>http://f-g.wikidot.com/forum/t-76698/hud-progress</link>
				<description></description>
				<pubDate>Sat, 26 Jul 2008 02:34:15 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <div class="image-container floatleft"><a href="http://f-g.wikidot.com/local--files/start/HUD.png"><img src="http://f-g.wikidot.com/local--resized-images/start/HUD.png/medium.jpg" alt="HUD.png" class="image" /></a></div> <p>Here is a shot of our HUD in full screen with the Main Menu up. As you can see, the menu is clearly not done, but at least it works! The window background is also slightly transparent so you can see a star shining through. The buttons now have up and down graphics, so they look pushed in when you click them.</p> <div style="clear:both; height: 0px; font-size: 1px"></div> 
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				<guid>http://f-g.wikidot.com/forum/t-75835/more-planets</guid>
				<title>More Planets</title>
				<link>http://f-g.wikidot.com/forum/t-75835/more-planets</link>
				<description>Better tuning, more layers!</description>
				<pubDate>Tue, 22 Jul 2008 02:19:57 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <div class="image-container floatleft"><a href="http://f-g.wikidot.com/local--files/start/PlanetSample.png"><img src="http://f-g.wikidot.com/local--resized-images/start/PlanetSample.png/medium.jpg" alt="PlanetSample.png" class="image" /></a></div> <p>Here is a small section of an in progress render. Currently the rendering process is very slow because it does everything at the maximum resolution everywhere, and uses a crummy slow 4D noise function. I finally got the layer management system organized enough to easily add rainfall and temperature layers to help keep the forests and deserts separate. Also, I have plans to do clever things like skip spending most of the time deciding to not render vegetation foe every under water pixel, and to vary the sample rates depending on the rate of change and visibility. This should boost speed by several times, and make all the edges sharper. With the current system, low sample rate (really fast) renders look great except for the edges, so this change should help a lot. I also touched up the texture positioning and scaling system so they should tile correctly when sections of the texture are rendered separately at arbitrary sizes. Also, it supports textures of arbitrary resolution and size, so the tile edges don't need to line up which hides the tiled artifacts pretty well.</p> <div style="clear:both; height: 0px; font-size: 1px"></div> 
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				<guid>http://f-g.wikidot.com/forum/t-75499/planets</guid>
				<title>Planets</title>
				<link>http://f-g.wikidot.com/forum/t-75499/planets</link>
				<description>Planets and their Textures</description>
				<pubDate>Sat, 19 Jul 2008 23:44:19 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <div class="image-container floatleft"><a href="http://f-g.wikidot.com/local--files/start/fgTextureSuperHD.jpg"><img src="http://f-g.wikidot.com/local--resized-images/start/fgTextureSuperHD.jpg/medium.jpg" alt="fgTextureSuperHD.jpg" class="image" /></a></div> <p>Edit: Updated image!</p> <p>I have successfully sampled the surface of a sphere travailing along the 4th dimension through a smoothed noise field. It is currently very slow, and has a few tiny flaws, but it will be improved. Maybe I will make a 4D optimization on the N dimensional noise field.</p> <p>My texture mixing code works too, so things will be getting interesting.</p> <p>Details about the meaning of this will follow, but for now, just know that we are working on stuff.</p> <div style="clear:both; height: 0px; font-size: 1px"></div> 
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				<guid>http://f-g.wikidot.com/forum/t-74653/further-hud-progress</guid>
				<title>Further HUD progress</title>
				<link>http://f-g.wikidot.com/forum/t-74653/further-hud-progress</link>
				<description>Progress! :)</description>
				<pubDate>Wed, 16 Jul 2008 04:36:08 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>I just added some minimal error handing to help out our HUD (heads up display) developers. I also wrote a simple editor tool. The HUD will eventually form almost all of the GUI for Fragmented Galaxy.</p> <p>Tristan has made a great collection of graphics which we will be using. It is all going very well.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-73761/hud-progress</guid>
				<title>HUD Progress</title>
				<link>http://f-g.wikidot.com/forum/t-73761/hud-progress</link>
				<description>The HUD works now, minimally.</description>
				<pubDate>Fri, 11 Jul 2008 05:54:30 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Among other things, I have gotten our script based GUI working. There is a lot more to be done, but the framework is done and working.</p> <p>I also have been trying to squeeze the zooming bugs out of the 3D view, but they seem to prefer spreading and moving to coming out. Some stuff fixed, more stuff broken. That's how it goes…</p> 
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				<guid>http://f-g.wikidot.com/forum/t-70097/fixes</guid>
				<title>Fixes</title>
				<link>http://f-g.wikidot.com/forum/t-70097/fixes</link>
				<description>Lots of bugs</description>
				<pubDate>Wed, 25 Jun 2008 23:43:47 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>First, I would like to thank all out testers who helped my document the bugs list on the <a href="http://f-g.wikidot.com/downloads">downloads</a> page.</p> <p>Now that we have a bug list, it is time to fix them. I have patched most of those bugs I think, but some have been harder than others, and many are still left. The planet viewing bug has been particularly annoying. I have known for quite some time that my rendering system was only hacked to get star viewing to work, and it was no done right. In that system, there was no way to get planet viewing to work. To fix this, I just restructured the whole rendering system. Planet viewing now works, but I'm sure I broke many other things. Eventually I will patch up these bugs, and it should work again. When thats done, I will move on to making the planets look nicer, and forcing the background stars to render right (they currently get clipped for being too far away) when zoomed in.</p> <p>I also got user names to no longer be case sensitive, and at least some non ASCII characters work in them now, but they somehow get converted into other characters when sent to the server. Some more work is needed to fix that.</p> 
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				</content:encoded>								<category>Game News</category>
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				<guid>http://f-g.wikidot.com/forum/t-69393/formations-and-ai</guid>
				<title>Formations and AI</title>
				<link>http://f-g.wikidot.com/forum/t-69393/formations-and-ai</link>
				<description>Today I designed something...</description>
				<pubDate>Mon, 23 Jun 2008 06:31:12 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>If you look back, you will find some <a href="http://f-g.wikidot.com/forum/t-29475/ai-framework-works">information about our AI framework</a>.</p> <p>This is a long way out, but will hopefully get done eventually.</p> <p>Now that is good and all, but when applied to my new hierarchical fleet plan, things get very interesting very quickly. You get incredibly customizable AI that can quickly be applied through little more than drag and drop. What we are looking at is not just fleet or ship AI, but team work across all scales, as well as independence. One example is task specific automatic formation changes, as well as the option for ships decide to break formation in groups to perform tasks in smaller groups completely on their own. All of this will be fully customizable, but easy to customize quickly and very quick to use. Even with a few preset AIs and formations, literally unlimited combinations are possible. I just really hope this all works, because it is going to be so great if it does. I'm so excited I had to post something. Details will be made available when the rest of the developers and I approve the plan, and answer a few questions. Lots of other documents will also be made available soon.</p> 
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				</content:encoded>								<category>Game News</category>
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				<guid>http://f-g.wikidot.com/forum/t-69171/bug-fixes-up-1-4-1-33</guid>
				<title>Bug fixes up - 1.4.1_33</title>
				<link>http://f-g.wikidot.com/forum/t-69171/bug-fixes-up-1-4-1-33</link>
				<description>I fixed some things</description>
				<pubDate>Sat, 21 Jun 2008 22:34:11 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>I just patched the auto log in bug, and some others. The new version is up on the <a href="http://f-g.wikidot.com/downloads">downloads</a> page.</p> 
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				</content:encoded>								<category>Game News</category>
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