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Taqwus said:
Hm. It's theoretically easy in the basic case, but if we start throwing in constraints like "don't choose routes that cause starvation because multiple groups chose the same intervening province", it gets harder to optimize. Not only do different groups of commanders and their troops move at different speeds in different areas of the map, and they only impact supply when they're actually in a specific node.
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Just wanted to point out that if we had an API for .trn and .h files we could do this ourselves by pre-generating a .h file that continues "scheduled" movement and then just doing a "Continue where I left" on that.
There are a lot of nice things you could do if you could write .h files from a standalone app. External AIs for one, which would also let you set a player to AI temporarily and then come back as a human. Imagine a scenario where the AI fights until your dormant pretender awakens, and then you have to clean up the mess...
-Max