plains 4
rough 6
mountain 10
sea no
road -1
Then there are "roads", "canals", "tracks", "railways", "passes" (my favourite), "river".
Also "forest", "bocage", "urban" area"
I'll change the move method which currently teleports to something where I expect to be called from one square to an adjacent square. I guess map AI can tell the next square needed to go to the final target.
If, as Mark has stated, movement is to be simultaneous, the units will have to get their orders and remember them, then execute them in some complex timing sequence, using, in effect, and animation thread.
The tick system means that all units have the same "movement allowance" but different movement costs. The movement allowance system normally encountered is intended to enable all units to have the same movement cost for a particular terrain. Since the tick system is more flexible I am in favour of it.
What worries me with the proposed system for military units is that all the units now have to be aware of all the possible types of terrain. Adding another terrain will mean changing:
1. The terrain code
2. The map GUI code
3. The military XML file
4. The military XML parser
5. The military code
I would much prefer fixed categories of unit:
1. Light foot
2. Heavy foot
3. Light wheeled
4. Heavy wheeled
5. Tracked
6. Naval (perhaps light - canals, rivers and inshore, and heavy - blue water)
7. Airborne
would almost seem to cover it. Adding another category to this would require all the changes listed above, but would, I believe, happen much less often than adding a new terrain type.
My main preference for this system is that the landforms are separated from the unit information. These categories describe the characteristics of the unit, not the land. In effect, the number of dependencies is reduced.
The differential movement costs would then depend on the category, and would not need to be in the XML. Each unit would still have a base movement value, but terrain-aware code could make the adjustments necessary for other than flat terrain.
Cheers
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