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January 1st, 2007, 09:33 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: A simple improvement
Like I said, it sounds like a good idea.
But looking at the logs you can see that it processes thru all of the provinces multiple times for many different things. I suspect its the result of adding such routines to a game that wasnt originally meant to take things like that into account.
Its still a good idea but dont be surprised if it processes thru all the provinces to do it.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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January 2nd, 2007, 12:01 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: A simple improvement
It's late, I'm tired and have little notion to go into details - with the current game engine, there's no way to tell troops to "go somewhere" on their own.
Routing is triggered by battles (and during battles - check the turn sequence order) and is not available during unit freespawn or building.
Furthermore, routing is random - routing units spread into neighbouring provinces. If that was easily changable, we might already have "fire and retreat" orders for light cav which have it move back into the starting province without scattering.
We don't have waypoints for a similar cause - no way to store the destination and steps in between over several turns.
Keep in mind - the game engine is basically the one from DomPPP - and when they started to make that game, no-one thought about complex movement army orders and 1500 provinces ...
And if someone wonders if this will change in Dom4, or if there will be a Dom4 ... the devs would have to throw away nearly all the code done in the last years and start from scratch ... therefore chances are very slim.
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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January 2nd, 2007, 12:56 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: A simple improvement
Quote:
t's late, I'm tired and have little notion to go into details
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But you do it very well.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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January 3rd, 2007, 02:45 PM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
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Re: A simple improvement
I suspect its possible to code in multiple turn orders without throwing away all existing code, and probably without much impact on turn resolution time, though it would take some time to code, and UI work :O
Just make it so you can queue orders onscreen, which on the .2h file are represented as more order under a different sector, marked "should be done in X turns", and at the end of the turn resolution process, just make the block for the next turn's orders into the next turn's .2h file (and the blocks for "in x turns" into "in x-1 turns"), then just like you load a game now and get a choice wether to continue the save or erase all orders, you'll have the .2h file for this turn's orders.
My idea obviously has several drawbacks:
1) It assumes that invalid orders are disregarded, rather then cause an error.
2) Would make MP more cumbersome, since it would require lugging around both .trn and .2h files for each turn.
3) Would require quite some coding work, especially dreaded UI work.
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I'm in the IDF. (So any new reply by me is a very rare event.)
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January 3rd, 2007, 06:54 PM
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First Lieutenant
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Join Date: Nov 2006
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Re: A simple improvement
My approach doesn't even need an ability to queue orders. It needs two data fields:
Units need a "new" flag that means they execute orders on the province. Provinces need a destination.
At the start of move order resolution you look at each unit. If the flag is set and there's a valid target (it won't move if the target isn't in friendly hands) you move the unit, otherwise you clear the flag.
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January 3rd, 2007, 07:26 PM
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Private
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Join Date: Sep 2005
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Re: A simple improvement
Configuring auto-marching orders for troops sounds nice, but it isn't really thematically consistent with the rest of Dominions where commanders are required to really get troops to do anything.
What about another approach to issue - one more focused on the sorts of things we already see in the game. Suppose there were a new order for certain types of commanders ("Gather Minions") that would act like a spell that teleports all existing uncommanded troops from adjacent provinces to him. This would dramatically reduce the scale of the management issue without requiring anything really new. You could even get fancy and limit the effect to his leadership ability.
There are already commander abilities that generate troops and spells that can target uncommanded troops (not specifically maybe but hostile rituals can certainly hit them), so it wouldn't seem like there were any obvious hurdles. Although, I'm sure a lot of little complications would pop up, and this mechanic (or anything like it really) would be extremely powerful so it'd take some careful thought.
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January 4th, 2007, 06:30 AM
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Private
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Nice loops
Very clever idea loops. Wouldn't help with the headache of moving mages around hunting for areas they havent searched yet (or casting around) But very good.
Maybe if possible the troops could take a month to arrive from an adjacent areas.
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January 5th, 2007, 04:04 PM
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First Lieutenant
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Join Date: Sep 2003
Location: Bordeaux, France
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Re: A simple improvement
Quote:
Loops said:
Configuring auto-marching orders for troops sounds nice, but it isn't really thematically consistent with the rest of Dominions where commanders are required to really get troops to do anything.
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Hey Loops - are you the same guy who has 32 victories and no defeats on Land of Legends? Have to say, I hate you man - there's no way I can ever get a better rating than that (even not taking into account the fact that there's someone online in this game about once in a blue moon)...
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