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 [...]
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).
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.
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.
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.
Milestone 2 – Database contents – Users
This third, and rather late, post about Milestone 2′s database structure describes the various elements that are part of the user account storage and management system. This includes accounts themselves, of course; however, a lot more is needed to fully describe the state of an account, and there is additional information to retain – for [...]
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 [...]
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 [...]
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 – [...]
Milestone 2 – Space combat
The last post gave a brief overview of the battle system as a whole. This post will concentrate on some important aspects of space combat which were not fully explained by the overview, namely target selection, weapons firing and interception. These three parts of the space combat resolution computation are heavily dependent on the strategies [...]