Originally posted by LDiCesare
I actually coded the production order stuff. I won't be coding the intelligence for siege however, because I think it is too complicated.
(snip)
Richard, Mark, do you think it'd be worth to make a new jar to send so you can actually use the improvements you asked for? Or do you think you may have more requests so it'd be better to wait a bit?
I actually coded the production order stuff. I won't be coding the intelligence for siege however, because I think it is too complicated.
(snip)
Richard, Mark, do you think it'd be worth to make a new jar to send so you can actually use the improvements you asked for? Or do you think you may have more requests so it'd be better to wait a bit?
Richard, should we rush to get you something? Alternatively if its going to be a while before you'd use the new stuff Laurent coded we might hold off until the coming weekend. Your call...
It raises a complexity problem. So before I make any more choices, here is my dilemma:
Do I try to simulate everything (i.e. movement + fight) or make it simple in a first run (fight only)?
Otherwise put, I think it's better to make simple, limited simulations first, and only afterwards add complexity (moves...).
I may also need a model of the world for the ai, including all known enemy units. Is there provision for scouting/assessing enemy forces without sending armies in the surrounding squares?
Do I try to simulate everything (i.e. movement + fight) or make it simple in a first run (fight only)?
Otherwise put, I think it's better to make simple, limited simulations first, and only afterwards add complexity (moves...).
I may also need a model of the world for the ai, including all known enemy units. Is there provision for scouting/assessing enemy forces without sending armies in the surrounding squares?
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