Rodrigo:
1) I'm sorry if I scared you, what I suggested for an 'Ideology' would duplicate all the info in your previous 'Ideology', so nothing is lost. Only instead of a fixed list of 'SocialClasses' I suggested a collection of SocialClasses. It will work exactly the same, from your perspective. Yet it will allow much more enhancement, later. But it will work exactly as you laid out, for your scenario.
2) I'm confused. I thought a 'Religion' was to hold certian 'Religious Doctrines', for use by the 'Religous Class'? And that they had to be seperate from the 'Majority Cultural Attributes'? If so, then this requires a seperate religion object, doesn't it?
3) I haven't coded any turn controller code at all. I'm just planning ahead.
4) I definitely don't understand how you envision this game working. Not store any population info at the mapsquare level? From what I know, that is impossible. If Clash is going to be a game that will be played square by square, then each square will have to know a lot about itself, including how many people are there and what those people are like.
Besides, I wouldn't worry. In a real world map by far most squares will be empty of pop, and another large % of the world will have a simple class structure, maybe two classes (land owners and serfs, etc). It won't be bad on memory.
Okay, to decist any worries, I'll stop coding. But I think there's some definite issues that are going to have to be resolved soon . . .
1) I'm sorry if I scared you, what I suggested for an 'Ideology' would duplicate all the info in your previous 'Ideology', so nothing is lost. Only instead of a fixed list of 'SocialClasses' I suggested a collection of SocialClasses. It will work exactly the same, from your perspective. Yet it will allow much more enhancement, later. But it will work exactly as you laid out, for your scenario.
2) I'm confused. I thought a 'Religion' was to hold certian 'Religious Doctrines', for use by the 'Religous Class'? And that they had to be seperate from the 'Majority Cultural Attributes'? If so, then this requires a seperate religion object, doesn't it?
3) I haven't coded any turn controller code at all. I'm just planning ahead.
4) I definitely don't understand how you envision this game working. Not store any population info at the mapsquare level? From what I know, that is impossible. If Clash is going to be a game that will be played square by square, then each square will have to know a lot about itself, including how many people are there and what those people are like.
Besides, I wouldn't worry. In a real world map by far most squares will be empty of pop, and another large % of the world will have a simple class structure, maybe two classes (land owners and serfs, etc). It won't be bad on memory.
Okay, to decist any worries, I'll stop coding. But I think there's some definite issues that are going to have to be resolved soon . . .
, but wasn't it you, F_Smith, that once said something like (not exact words...but something similar to...) "If you use a good OOA, you don't need to make the models first, you can code then worry about the details later."
. In the future, would you please refrain from sniping comments? All it serves to do is generate flame wars that waste time that could otherwise be used in moving the project forward.
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