|
|
|
|
|
March 10th, 2005, 01:16 PM
|
Lieutenant Colonel
|
|
Join Date: Dec 2000
Posts: 1,254
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: I have another question..
Quote:
douglas said:
Edit2: After further testing, I have established that which player can flee with impunity is determined not by player number, but by order of construction of the ships involved. The player whose earliest-built ship in the fleet was built last gets to move second. Actually, it depends on the internal ID number of the ship, but as long as no ships have been destroyed it makes no difference - not that that situation is likely to last in a real game.
|
Actually, that sort of makes sense from a programming point of view, but obviously not from a "realism" point of view. That doesn't mean I don't like it. I think it's, frankly, a perfect way to do it because one can't take advantage of it really...If you are really going to have simultaneous movement, you can't tie it to player order - you need something based on intrinsic unit abilities (like "speed" or "dexterity" of the ship, or experience rating or something), OR just plain old randomness. Build order sounds like a decent compromise to me, and I suspect that it's due to the game being written in C++ or some other object language, with each ship being a separate object. How else could one order them aside from build order? (I'm thinking while I'm typing here, so bear with me) The list is created and appended with new objects in the order they're built, no doubt...hmmm..I suppose you could have a ship-movement routine that did it differently, but I can't think of a good one off the top of my head that isn't essentially the same as the current, unless it was truly random...again, randomness isn't satisfying either...nevermind...I'm babbling...
|
March 10th, 2005, 03:58 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: I have another question..
You need some sort of hash table that prioritizes the ships by their "iniative" rating, which depends on speed and other factors. Down with the list!
|
March 10th, 2005, 04:31 PM
|
|
Captain
|
|
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: I have another question..
No, no, current way is realistic.
Age + guile always beats youth + skill.
__________________
Give me a scenario editor, or give me death! Pretty please???
|
March 10th, 2005, 04:39 PM
|
|
Major
|
|
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: I have another question..
Quote:
dmm said:
No, no, current way is realistic.
Age + guile always beats youth + skill.
|
Actually, it's the newer ship that has the advantage here. Also, it's not quite by build order. Suppose you have ships 1, 2, 3, and 4. Ship 2 gets destroyed and another ship gets built. The new ship will not be ship 5; it will take 2's empty slot.
|
March 10th, 2005, 07:02 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: I have another question..
But what if you have youth + skill + guile, huh? Beats old + guile any day.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|