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Old July 26th, 2006, 11:01 AM
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Arralen Arralen is offline
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Default Re: A way to move multiple territories at once?

Player orders carrying over from turn to turn are already there, and therefore can't be that much of a technical problem: We have build and research orders which are set once and can last for several turns. Obviously, these must be stored in and re-read from the turn file already.

I think the troubles starts with the fact that the game engine doesn't have any kind of "memory": every order is calculated turn-by-turn, for the player as well as for the AI. The engine e.g. simply can't "break up" a multiple-province movement into several movements-per-turn and store those for later reference.

To get the game engine itself to remember orders/facts/etc like the "player GUI client" part does would require a substantial rewrite of the code I guess - otherwise it would have been done already I think.

Hope this makes any sense - I'm only a part-time programmer and English isn't my first language, as you might have guessed already
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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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