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Gary Thomas
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New Zealand
Mar 2001 time: 17:13
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quote:
plains 4
rough 6
mountain 10
sea no
road -1
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Right now we have "flat", "rolling", "broken", "rocky", "swamp", "tundra", to which I might add "mountain" and "desert". I think that perhaps "rocky" means mountain, but am not sure.
Then there are "roads", "canals", "tracks", "railways", "passes" (my favourite), "river".
Also "forest", "bocage", "urban" area"
quote:
I'll change the move method which currently teleports to something where I expect to be called from one square to an adjacent square. I guess map AI can tell the next square needed to go to the final target.
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Currently the GUI calls movement with only one square move per call, either from the arrow keys or from the animator, rather than sending a whole string of orders.
If, as Mark has stated, movement is to be simultaneous, the units will have to get their orders and remember them, then execute them in some complex timing sequence, using, in effect, and animation thread.
The tick system means that all units have the same "movement allowance" but different movement costs. The movement allowance system normally encountered is intended to enable all units to have the same movement cost for a particular terrain. Since the tick system is more flexible I am in favour of it.
What worries me with the proposed system for military units is that all the units now have to be aware of all the possible types of terrain. Adding another terrain will mean changing:
1. The terrain code
2. The map GUI code
3. The military XML file
4. The military XML parser
5. The military code
I would much prefer fixed categories of unit:
1. Light foot
2. Heavy foot
3. Light wheeled
4. Heavy wheeled
5. Tracked
6. Naval (perhaps light - canals, rivers and inshore, and heavy - blue water)
7. Airborne
would almost seem to cover it. Adding another category to this would require all the changes listed above, but would, I believe, happen much less often than adding a new terrain type.
My main preference for this system is that the landforms are separated from the unit information. These categories describe the characteristics of the unit, not the land. In effect, the number of dependencies is reduced.
The differential movement costs would then depend on the category, and would not need to be in the XML. Each unit would still have a base movement value, but terrain-aware code could make the adjustments necessary for other than flat terrain.
Cheers
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:13
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I can put the category rather than movement costs, but then the movement costs per category will have to go in the terrain classes I believe.
I will then propose for an army to have a tag
<movement>heavyfoot</movement>
heavy foot/light foot/heavy wheel/light wheel/airborne/light naval/heavy naval are ok to me, I don't get tracked (my English must be lacking here - could you explain). Plus do you make a difference between motored and ancient wheels?
I also think light cavalry and heavy cavalry should be in.
I could then add a terrain section where I'd have
<terrain>plains heavyfoot 4 lightfoot 4 lightwheel 3 heavywheel 4 etc.
</terrain>
or
<terrain>plains 4 lightwheel 3 </terrain>
(just overload specific units)
Last edited by LDiCesare on 29-06-2001 at 14:48
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:13
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I agree. I can put the unittype/movementinfo tag on the units.
As for terrain, it is more complicated given the existing code. I think that putting all data in a xml file is a good idea, and that way we could generate at start a bunch of terrain types (like tech and unit archetypes).
However, the current Terrain code doesn't fit in very well with that model. I can try and adapt it so that terrain types are determined from a text file, but then it may cause trouble to map generators to do it that way. If noone else has better ideas, I'll try it once I put the movement info in the Armies, which should be fast.
I'll start by allowing to fill just the movement costs for the existing terrains (I won't recognize other types yet) and we can try to see if armies can move on such shaky ground.
What do you think?
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:13
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That's fine with me. I already prepared the xml tags and skeleton code so as soon as I can put some code in it, I can do it. I'll also retailor the movement code in military package.
I think we may also need one type of unit movement which is amphibious. Although there aren't that many amphibious units, there are a few tanks which are amphibious (although they usually only cross rivers and cannot fire in rivers). We could also have naval airborne and land airborne (for planes that land on sea - not that they were much used in warfare, but they exist - ).
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