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Re: Moving Through Multiple Provinces
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Re: Moving Through Multiple Provinces
LA Ermor: gets freespawn units, must summon all its commanders, all population is killed in their dominion rather quickly.
LA R'lyeh: gets freespawn units, can also recruit commanders, but lots of population is killed in their dominion automatically Everyone else except PERHAPS EA R'lyeh: recruit all their units and commanders with gold (they gather from population), conquer more provinces, growth/death scale taken during pretender creation doesn't have noticeable effects before a province has been under your dominion for 30 or so turns. After some research and site-searching, may start replacing their normal armies with summons and supporting their normal mages with summons. |
Re: Moving Through Multiple Provinces
You might also avoid the Maenads spawning version of Pangaea.
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Re: Moving Through Multiple Provinces
But you didn't really take LA R'lyeh next, did you? Did you?
No. early Age. I have enough water and air to outfit my mages with air breathing items. Interesting nation. I am going to try MA Ulm next, to see what develpoing a land army is like, and play withthe item creation options. |
Re: Moving Through Multiple Provinces
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If <x> could not be directly reached you take the best move to head towards <x> with the provision that if <x> is friendly it will not attack an enemy to do so and if <x> is not friendly it will always prefer friendly provinces. If <x> can't be reached you'll get a message in the results. "The army heading for <x> stopped in <y> because no acceptable path could be found." "The army heading for <x> stopped in <y> because we no longer control <x>." "The army heading for <x> stopped in <y> because ownership of <y> changed." By doing the pathfinding calculations each turn there is nothing that needs to be saved and it will react better to changes. This would *NOT* cover fancier things like picking up the troops on the way or the like but it avoids the headaches of changing the file format. |
Re: Moving Through Multiple Provinces
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Data structures: An array with one cell per province. Each cell holds a turn count and a pointer to a province. Queue of provinces and turns used. Inner queue of provinces & movement remaining. Load the stating province into the queue. Repeat Read province from queue, add to inner queue. Repeat Read province from queue. Iterate across neighbors, add them to the inner queue along with remaining movement. If the province in the map is empty, fill it with the turns used and the origin of the current move segment. Add the province to the outer queue. Until inner queue is empty. Until the target province has data or the outer queue is empty. If the target has data: Current = Target. While Map[Current].ComesFrom <> Origin do Current = Map[Current].ComesFrom Move the army to current. Runtime: This is linearly dependent on the number of provinces * the average number of provinces you can reach in one turn. Quote:
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Gather like--the commander attempts to add any units that match what he's already got. They are added to the same groups. Gather any--the commander picks up any troops he can. Quote:
This handles almost all cases. It will fail in a case where you need to distribute the armies through multiple bottlenecks--they'll all queue up for the shorter one and won't optimize the food use (Say, A needs 100, B needs 80 and C needs 60. The province feeds 160. This approach makes A go first, B & C wait.) It will also fail if two armies are trying to pass each other in opposite directions through a two-province bottleneck where neither province will feed both armies (This case will be detected, though, and you'll get a message.) Such bottlenecks are rare and armies crossing like that is also rare. Quote:
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Re: Moving Through Multiple Provinces
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It shouldn't be too hard to build a table of precalculated odds: Current search level, terrain type and path being searched. The mage should consider each province and cast at the one with the highest probability. Terrain type capital would have a zero probability. |
Re: Moving Through Multiple Provinces
Loren, that's very cute, but I'm afraid it still won't make this feature be implemented any sooner.
You'd probably have a better chance of convincing JK to make the AI scriptable and then implement the exhaustive province movement algorithm yourself. Which still is a very dim chance, if any at all. |
Re: Moving Through Multiple Provinces
Nice pseudo coding Loren.
It might have stood a chance in the early days. But it does show that a change would not be fast and simple as the other things we have been getting in patches. |
Re: Moving Through Multiple Provinces
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-Max |
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