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Looking for High Guard errata

Skoo

SOC-6
Hi Everyone.

I'm looking for any and all canonical erratas that pertain specifically to the following subjects:

- Book 5: High Guard's ship design process
- Book 8: Robot's design process
- Striker: vehicle design rules

Reason: I'm currently designing a program utility to simplify the above processes so vehicle designers have a much lower chance of making mistakes (especially during the re-calculations that almost ALWAYS occur towards the end of the process). Before I commit to any code, though, I would like to make sure that I have all the available erratas so that I don't end up coding wrong information... which would suck, since I would have to go back into the source code to locate and fix it.

Anyhow, any help would be appreciated!

Cheers!
Skoo
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Skoo:
Reason: I'm currently designing a program utility to simplify the above processes so vehicle designers have a much lower chance of making mistakes<HR></BLOCKQUOTE>

What are you writing it in? I've already done high guard in High Guard Shipyard (written in Delphi) and you might be able to reuse the code (subject to Marc's okay).
 
The entire thing will be written in Visual Basic. I've seen Delphi code before, and I don't think the two languages are compatible. Thanks for the offer though.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Skoo:
The entire thing will be written in Visual Basic. I've seen Delphi code before, and I don't think the two languages are compatible. Thanks for the offer though.<HR></BLOCKQUOTE>

You're a braver man than me :*>. But you're right, Delphi and VB are not compatable. Mind you, with a little work I could turn the HGS engine into a DLL or make it a DCOM object.

However, if you send me the specs for your file format, I'd like to work in the capacity to read your files. If you'd like I'll send you the file specs for HGS.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Andrewmv:
However, if you send me the specs for your file format, I'd like to work in the capacity to read your files. If you'd like I'll send you the file specs for HGS.

<HR></BLOCKQUOTE>

Thanks, Andrewmv. But there won't be a "files spec" for any saved designs. The reason is fairly simple: all saved designs will be printed out into some form of text format (.txt, .rtf, .doc, whatever I settle on). So the easiest method of passing designs along will be either as some text file, or (with a little editting) as an .htm/.html file on the WWW. Afterall, anyone who can operate a computer (you, me, anyone reading this post) probably (99.99%) knows how to use a word processor to open the file with. And, I've always felt that the "to read this file you need this particular program" mentality was rather... um... what's that word... "elitist" in its attitude. IMHO.

On another note, it looks like the Striker functionality in this program will have to be put on hold until later... like after June (when FFE5 comes out). C'est la vie.

Lastly, I'd like to thank those who helped point me towards, or emailed me, the necessary erratas. Thanks, everyone. The program is now underway.

Skoo
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Skoo:
Thanks, Andrewmv. But there won't be a "files spec" for any saved designs. The reason is fairly simple: all saved designs will be printed out into some form of text format (.txt, .rtf, .doc, whatever I settle on).<HR></BLOCKQUOTE>

Not the export format, the actual design format (the files that hold the design information, not the play information) that way a ship designed in your program would be able to be modified in HGS and vice versa.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by samdx:
How could High Guard, being perfect, have errata?<HR></BLOCKQUOTE>

I've always thought that some example text explaining the ship size limitations on the computers chart would be in order. It took me a while to figure out how to read it.

David Shayne
 
Hey, at least the HG design system is fairly straightforward. I spent quite awhile muddling through the robot design system trying to figure out how to build a robot brain... which was even *less* clearly explained than the ship computer chart.

Ah... the joys of picking apart game mechanics to write proper code with...

Or not.

Skoo
 
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