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发表: 21   谁浏览过: 46 users
10.12.2014 - 10:08
I mean something similiar that is in Crusader Kings 2.
There could be possibility to select terrain type.
Let's make that desert could damage Your units travelling trough it etc.
Of course it wouldn't fit all maps so map creator could uncheck or check that option.
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10.12.2014 - 10:20
Rankist Sharck
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Like 2 people didn't suggest this before.
Admins cant do this, too hard.
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10.12.2014 - 16:36
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11.12.2014 - 07:54
Admins cant do this, too hard.
O_o?
Really? How it's can be too hard to add property for terrain that is modifier to few things in game.
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11.12.2014 - 08:01
Has been proposed on several occasions. Please check forum first, in order not to repeat the discussions already made.
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13.12.2014 - 00:14
Rankist Sharck
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作者: Byamarro, 11.12.2014 at 07:54

Admins cant do this, too hard.
O_o?
Really? How it's can be too hard to add property for terrain that is modifier to few things in game.
Are you a programmer?
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13.12.2014 - 03:29
This is atwar not 'totalwar'
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13.12.2014 - 09:24
作者: Guest, 13.12.2014 at 00:14

作者: Byamarro, 11.12.2014 at 07:54

Admins cant do this, too hard.
O_o?
Really? How it's can be too hard to add property for terrain that is modifier to few things in game.
Are you a programmer?

What does it matter?
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13.12.2014 - 09:25
Rankist Sharck
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作者: Byamarro, 13.12.2014 at 09:24

作者: Guest, 13.12.2014 at 00:14

作者: Byamarro, 11.12.2014 at 07:54

Admins cant do this, too hard.
O_o?
Really? How it's can be too hard to add property for terrain that is modifier to few things in game.
Are you a programmer?

What does it matter?
Do you know how to program terrain into AW?
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13.12.2014 - 09:36
 Htin
作者: Byamarro, 10.12.2014 at 10:08

I mean something similiar that is in Crusader Kings 2.
There could be possibility to select terrain type.
Let's make that desert could damage Your units travelling trough it etc.
Of course it wouldn't fit all maps so map creator could uncheck or check that option.

I was the first one to propose this like 3 years ago
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Hi
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13.12.2014 - 10:04
No support
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13.12.2014 - 11:36
作者: Guest, 13.12.2014 at 09:25

作者: Byamarro, 13.12.2014 at 09:24

作者: Guest, 13.12.2014 at 00:14

作者: Byamarro, 11.12.2014 at 07:54

Admins cant do this, too hard.
O_o?
Really? How it's can be too hard to add property for terrain that is modifier to few things in game.
Are you a programmer?

What does it matter?
Do you know how to program terrain into AW?

Let's say I was want to programm similiar game but I didn't finished it:
http://www.to-strona-o-mnie.cba.pl/ArtOfDyplo/svgToData.html

Just curious what's problem in AW... Maybe finding in which terrain unit is standing now...
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13.12.2014 - 11:38
Rankist Sharck
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作者: Byamarro, 13.12.2014 at 11:36

作者: Guest, 13.12.2014 at 09:25

作者: Byamarro, 13.12.2014 at 09:24

作者: Guest, 13.12.2014 at 00:14

作者: Byamarro, 11.12.2014 at 07:54

Admins cant do this, too hard.
O_o?
Really? How it's can be too hard to add property for terrain that is modifier to few things in game.
Are you a programmer?

What does it matter?
Do you know how to program terrain into AW?

Let's say I was want to programm similiar game but I didn't finished it:
http://www.to-strona-o-mnie.cba.pl/ArtOfDyplo/svgToData.html
Answer my question
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13.12.2014 - 11:40
Nobody can know it. I can only guess.
I didn't saw sourcecode.
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15.12.2014 - 05:46
Rankist Sharck
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作者: Byamarro, 13.12.2014 at 11:40

Nobody can know it. I can only guess.
I didn't saw sourcecode.
So what makes you assume this would be easy?
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15.12.2014 - 07:27
I don't know much about programming, but I assume it could go like:

1. Determine what country/countries unit is in,
2. Determine from above what effects, if any, apply,
3. Sum the effects of the modifiers of all effects which apply,
4. Apply that sum to relevant units.

An algorithm that does that might go something like:
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There is a table of set effects (cold, hot, mountainous, etc.) and the modifiers it will have (+defense, etc.), that the map-maker will create.
The map-maker will also determine which countries have which effect(s).

Then, for each unit type in each stack every turn,

Determine which country/countries unit is in (some mathematical comparison of current unit location against geometric definition of AtWar countries), and store as list "countries"
Set variable "count" = 1
While (conditional loop) item number "count" in list "countries" exists,
> If item number "count" in list "countries" is a country that is set to have some special effect,
> > Store special effect of that country in new list "effects"
> Set "count" = "count" + 1
Sort list "effects" by some (alphabetical? reference number?) order.
For each item in list "effects" (see conditional loop, above),
> If item #(n) is same as item #(n-1)
> > Remove item #(n) from list
Refer to table of effects, sum modifiers of effects that are in list "effects"
Apply to units this sum of effects (same way effects of general is applied, I guess)

-----------------------------

But my knowledge of computer science is rudimentary, and second-hand at that. Until the administrators tells us exactly why this is so hard, we can only guess.
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15.12.2014 - 07:53
作者: International, 15.12.2014 at 07:27


They'd also need to this same with every single country right?
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Don't ever look down on someone unless you're helping him up. Don't ever treat someone else the way you wouldn't want others to treat you.
We're all people.

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15.12.2014 - 08:03
作者: RaulPB, 15.12.2014 at 07:53

They'd also need to this same with every single country right?

The idea is that the map-maker sets it for every country/unit pairing, and it'll be stored along with the map.
The algorithm will apply to every unit type in every stack separately, and check them against every country on the map. So that might be a bit intensive on computing power.

But then again, a $400 desktop can run your average 3-dimentional first person shooter game with no problem, so I don't think computing power is that expensive in this day and age.
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15.12.2014 - 10:17
Rankist Sharck
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作者: International, 15.12.2014 at 08:03

作者: RaulPB, 15.12.2014 at 07:53

They'd also need to this same with every single country right?

The idea is that the map-maker sets it for every country/unit pairing, and it'll be stored along with the map.
The algorithm will apply to every unit type in every stack separately, and check them against every country on the map. So that might be a bit intensive on computing power.

But then again, a $400 desktop can run your average 3-dimentional first person shooter game with no problem, so I don't think computing power is that expensive in this day and age.
lolno. Maybe some indies and self-built but idk if really true.
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19.12.2014 - 04:53
作者: International, 15.12.2014 at 07:27

I don't know much about programming, but I assume it could go like:

1. Determine what country/countries unit is in,
2. Determine from above what effects, if any, apply,
3. Sum the effects of the modifiers of all effects which apply,
4. Apply that sum to relevant units.

That's it.


作者: Guest, 15.12.2014 at 05:46

作者: Byamarro, 13.12.2014 at 11:40

Nobody can know it. I can only guess.
I didn't saw sourcecode.
So what makes you assume this would be easy?

Because I don't see any technical barriers for that.
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22.12.2014 - 00:40
Rankist Sharck
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作者: Byamarro, 19.12.2014 at 04:53

作者: International, 15.12.2014 at 07:27

I don't know much about programming, but I assume it could go like:

1. Determine what country/countries unit is in,
2. Determine from above what effects, if any, apply,
3. Sum the effects of the modifiers of all effects which apply,
4. Apply that sum to relevant units.

That's it.


作者: Guest, 15.12.2014 at 05:46

作者: Byamarro, 13.12.2014 at 11:40

Nobody can know it. I can only guess.
I didn't saw sourcecode.
So what makes you assume this would be easy?

Because I don't see any technical barriers for that.
Then you missed something since the devs themselves said it's tot hard
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