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Beta 5 source code released

As promised, the Legacy Worlds Beta 5 source code has been released. Depending on whether you are using IPv4 or IPv6, it can be accessed through its SVN repository at:

This source code is the one that was used prior to the shutdown. It also includes a separate patch for an abandoned development branch that included a partial rewrite of the in-game forums and some engine improvements.

If you want to take over the project’s maintenance and evolution, feel free to email me.

Milestone 2 – Database contents – Introduction

I am mostly over with the listing of all database contents. While the “real thing” is a 20-page document, I am going to post it on this blog as a series of posts. Some of the data listed here will not be used in Milestone 2, but will be useful for M3 and beyond – the descriptions for these items are in italic.

Here is a list of the various parts that will be posted. I will update this list by adding links to the relevant posts when they are published.

  • Game definitions – data that is required to make the game work, but is never changed.
  • Application data – data used to store the current state of the game server.
  • Users – accounts and account management data.
  • Administration – administrative accounts and related information.
  • Naming – data regarding empire, alliance and map object names.
  • Universe – the universe’s map and the planets’ states.
  • Empires & alliances.
  • Ship designs, ships and fleets.
  • Battles – everything that has to do with storing battle reports.
  • Communications – internal messages as well as player communications.
  • Bug tracking system.

Beta 5 – Permanent shutdown

Quite a few years have passed since Beta 5 was launched. Well, it is time to end it. On March the 5th, the game will be shut down permanently.

The full source code to the game will be made available some time after that – it needs to be sanitised first, I’m rather sure it contains quite a few rude comments, amongst other things. This includes:

  • the web front-end (server-side code and HTML/JS/CSS code);
  • the various server-side tasks: ticks, proxy detector;
  • the database;
  • command line management tools;
  • the administration site and associated data;
  • various extras (Dashboard widget, planet image generator, etc).

A copy of the game’s current database will be kept – it will be used to restore some of the Beta 5 forums to the Beta 6 milestones when forums are added, and to restore e.g. PayPal donation histories.

In the meantime, thanks to everyone who’s stuck around for the past few years; that was quite a ride! Enjoy B5′s last days :-)

Cheers,

T.

Milestone 2 – Database contents – Ships

This eighth post in the Milestone 2 database structure series describes the elements used to store ship designs – whether they are provided by the game as “defaults” or customised by players – and ships, as well as fleets and their current state (which, since there is no Hyperspace stand-by for now, is limited to either “orbiting a planet” or “moving”). Continue reading ‘Milestone 2 – Database contents – Ships’ »

Milestone 2 – Database contents – Empires & alliances

This post, the seventh in a series about Milestone 2′s database structure, describes the elements that are used to store information about empires. This includes the description of an empire itself, information about planets owned or visited by an empire, and diplomatic relations (enemies, allies and alliances). Continue reading ‘Milestone 2 – Database contents – Empires & alliances’ »

Milestone 2 – Database contents – Universe

This sixth post from the Milestone 2 database structure series describes the information that is associated with the universe: the map and the objects that are on it, as well as the description of a planet’s surface and operation. Continue reading ‘Milestone 2 – Database contents – Universe’ »

Milestone 2 – Database contents – Naming

This fifth post from the Milestone 2 database structure series describes the elements of the naming system. This system is used to store all names that may be modified by players (empires, alliances and “map objects”) and will be visible by everyone. Using a separate component for this makes administration a little easier. Continue reading ‘Milestone 2 – Database contents – Naming’ »

Milestone 2 – Database contents – Administration

This fourth post about Milestone 2′s database structure describes all administration-related information. This includes administrative accounts (which are tied to, but separate from user accounts), the administration log, and of course the banhammer. Continue reading ‘Milestone 2 – Database contents – Administration’ »

Milestone 2 – Database contents – Application data

This is the second part of a series of post about the structure of the Beta 6 Milestone 2 database, which describes the various structures required to store and control the state of the game server. Names and descriptions in this section do not use the internationalisation system, as they are not meant to be seen by players.

Continue reading ‘Milestone 2 – Database contents – Application data’ »

Milestone 2 – Database contents – Game definitions

A lot of what goes on in the game follows rules which imply values which may be changed during the game for balancing reasons, or simply to fix a mistake.

In this post:

  • Internationalisation
  • Resource types
    • Natural resources
  • Types of weaponry and defences
  • Production and capability types
  • Technologies
  • Fleet strategies
    • Defence strategies
    • Attack strategies
    • Relative strengths
  • Stuff that can be built
    • Building types
    • Ship parts

Continue reading ‘Milestone 2 – Database contents – Game definitions’ »