.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #8  
Old April 30th, 2008, 09:05 AM
cleveland's Avatar

cleveland cleveland is offline
Captain
 
Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
Thanks: 33
Thanked 187 Times in 66 Posts
cleveland is on a distinguished road
Default Re: Auto-routing alternatives

It seems to me that the autorout/kill mechanism was implemented to prevent infinite-loop behaviors, like that mentioned by Endoperez.

Correct me if I'm wrong, but I assume the cutoffs were set at 50/75 turns for Dom2, when battles were smaller, CPUs were slower, and ISPs charged by the minute.

However, people (myself included) are complaining that turn 50 is being reached before battles are reaching any sort of infinite-loop behavior, when there's still fighting to be done.

In light of all this, and the need for a simple solution that won't take pages and pages of code rewrite, I propose the following quick solution:

Increase the autorout time by 5X.
Increase the autokill time by 5X.

In other words, autorout kicks in at turn 250, autokill kicks in at turn 375.

Modern CPUs can easily handle the extra processing time, and modern networks can easily handle the occasional 375-turn-battle-containing-.trn file.
Reply With Quote
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:35 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.