F_Smith:
I would never turn those features off. I definitely want to have a realistic modeling of troop discipline and actions. They should not be mindless drones; I want them to act properly.
I just don't want to mess with tactical manouvering.
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Um, what happened to the geography attribute (hills, flatland)?
I don't think it would be wise to store a fort in that forest object. For example, assume that the ecology model creates scrublend vegetation on 25% of that square. It would make a new object, right? Later, the ecology model might just decide that all the forest needs to vanish and be replaced by scrubland. Then what happens to the fort? I can imagine the players cursing if defense structures vanished like that. . .
This is yet another definition problem. I thought "terrain" meant geography, not vegetation. That's why I don't like the word; it is confusing. But I'll use it in your context.
I don't understand what you mean about treating vegetation as a resource.
Here's the structure I was thinking about:
quote: Of course, you'll be able to turn all this off, if you don't want to deal with it, so Richard should still be happy. |
I would never turn those features off. I definitely want to have a realistic modeling of troop discipline and actions. They should not be mindless drones; I want them to act properly.
I just don't want to mess with tactical manouvering.
---
Um, what happened to the geography attribute (hills, flatland)?
I don't think it would be wise to store a fort in that forest object. For example, assume that the ecology model creates scrublend vegetation on 25% of that square. It would make a new object, right? Later, the ecology model might just decide that all the forest needs to vanish and be replaced by scrubland. Then what happens to the fort? I can imagine the players cursing if defense structures vanished like that. . .
This is yet another definition problem. I thought "terrain" meant geography, not vegetation. That's why I don't like the word; it is confusing. But I'll use it in your context.
I don't understand what you mean about treating vegetation as a resource.
Here's the structure I was thinking about:
- [*]mapsquare
- [*]Task Force ("1,000 Romans")
[*]Climate ("Warm Temperate Zone")[*]Water Rating[*]Geography ("Hilly")
- [*]resource ("X tons of coal")[*]resource ("Y tons of iron ore")[*]resource ("Z tons of non-ferrous ore")
[*]terrain ("Human Habitation")
- [*]infrastructure ("Dock")[*]infrastructure ("30 Fishing Boats")[*]infrastructure ("Village")[*]infrastructure ("Fort Valor")[*]Ethnic Group ("3,000 Romans")[*]Ethnic Group ("200 Etruscans") [/list][*]terrain ("Crops")
- [*]resource ("X bushels of barley")[*]resource ("Y bushels of wheat")[*]resource ("Z bushels of vegetables")[/list][*]terrain ("Forest")
- [*]resource ("X cord feet of lumber")[*]resource ("Y tons of game")[*]resource ("Z pounds of medicinal herbs")[/list][*]terrain ("River")
- [*]resource ("X tons of fish")[*]resource ("Y gallons of water")[/list][/list][/list][/list]
[This message has been edited by Richard Bruns (edited September 28, 2000).]
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