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What should be coded now?

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  • #16
    I will see if I can find the time to code the save/restore part.

    Cheers...

    and polygons forever.

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    • #17
      And anyway, why wasn't polygons one of the choices?

      Cheers, etc

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      • #18
        Hi Gary! Great to 'see' you 'round these parts again! I had to LOL about your "Cheers and Polygons Forever" close in one of the other threads!

        BTW when we (and by "we" I mean "you" ) do the polygons, will we need new tile art? Do you think that we can we create the 'gons images from the square-based iso ones that already exist? I guess that wouldn't work for things like the mountain tiles. . .

        Probably should do this speculation in the polygons thread anyway.

        Cheers, and Polygons Intermittently,

        -Mark
        Project Lead for The Clash of Civilizations
        A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
        Check it out at the Clash Web Site and Forum right here at Apolyton!

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        • #19
          Hooray! actually discussing polygons!

          I envisage a textured underlay, with small (very small) randomly placed icons on top. These elements could be extracted from the existing tiles without much trouble.

          The biggest problem would be with the military model - deciding when troops are close enough to fight.

          Cheers and PF
          Last edited by Gary Thomas; January 10, 2004, 14:41.

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          • #20
            And anyway, why wasn't polygons one of the choices?
            Because I didn't feel like coding them. But if you want to, you're welcome. As for distance for military units, it could actually be used to enhance the military model a bit, by enticing players to use units with a scouting radius which allows them to engage/disengage farther...

            I'd have started on save/restore even though I knew you wanted to do it (when you get started, I have a small remark on the interfaces you proposed: In the saverestore.html file, you proposed a Object difference(Object earlierVersion) method which I think may not always be the most appropriate. An Object getDifferenceSinceLastSave() or somesuch might be better suited in-memory (doesn't force to clone the object in case it didn't change for instance) when saving. Restoring from a preexisting turn from file would still require the differenc(Object). (I haven't checked recently your specs, that's just what I remember thinking of the time I read them, I hope I got it right).

            I'm still in the social model code. I think the riots equation may need to be tweaked (I use the linear version that was already in the code rather than that of the model) in order to have a probability that's less linear. The coded social model doesn't evolve (only the ruler changes his policies), thus there isn't much to change for the player. I must confess I play more time playing nethack than programming when I'm on my computer right now, but a scenario exists, so if I could probably send a testbed now.
            Clash of Civilization team member
            (a civ-like game whose goal is low micromanagement and good AI)
            web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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            • #21
              I can't find the thread that discussed save/restore. Can you give me a reference?

              Cheers and PF

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