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KILER
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Why not just use b-splines method used in quake 3?
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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:15
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All polygonal games i've seen so far use either squares, triangles or hexes as base unit with which to compose polygons (Imperialism, Deadlock). What would be the base unit of our polygons, and what would be the difference with the current provinces?
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Fosse
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U.S.A.
Mar 2002 time: 23:15
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I think it has been literally years since I posted on this forum... when the discussion moves towards the meat and potatoes of actualy programming and algorithims and such I just have no real way (or desire) to input.
But since this thread has huge gameplay consequences, and I really want to play this game one day (and the demos in the meantime)...
I'm a huge fan of Gary's polygon push, speaking strictly from the perspective of a gamer.
Regardless of what goes on, I'll be patiently awaiting your next demo, and following your discussions to the best of my understanding.
Keep up the good work.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:15
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quote: The reason for squares (or hexagons or triangles) dates back to non-computerized board games, and this has been a dark shadow over all strategy games since. My aim is to break that evil tradition. |
Note that games like Diplomacy didn't have squares or hexes. But then they didn't concern themselves with tactical maneuvers, only strategy and backstabbing (errr... diplomacy).
About map generation and polygons: Note that the method I used, which is based on plate tectonics (VERY loosely), could be a good start to generate polygons. It starts by dividing the map in broad areas (plates) and then adds variations for movement of plate and random altitude variations. This approach would be well-suited to polygon map generation.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:15
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I was in fact thinking of generating polygons for seas. The land polygons could be further divided during map generation to yield usable tiles.
Using overlays to show vegetation would be good for forest, but I don't know if you can show desert in the same way.
Either we have altitude/vegetation, in which case desert would rather change the color of the tile (texture) than add an overlay:
You could have -underlying colour (sand desert/vegetation/ice desert) -altitude overlay (plains/hills/mountains) -vegetation overlay (grass(includes farms)/forest/jungle/barren).
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yellowdaddy
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Saoir-Ebhor, Sasainn a tuath, Rialtas Aontach
Apr 2003 time: 05:15
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I like the bumpy grid in AlphaCentauri - I don't like "hill squares" and "mountain squares".
I wonder, Is it ONLY a choice between Squares, Hexes/Triangles and random polygons?
Are there any other kinds of polygons that will fit together to everyone's satisfaction?!
Can I put forward a suggestion on Cities?
I HATE CITY SQUARES!
I'm not too keen on settlers either! i wonder what could be done to replace them - have a scout stick a flag down and instruct citizens to migrate.... lots of little dots for buildings so that Cities can be varying sizes and shapes, and merge into each other or be partially destroyed by natural disasters
NO MORE CITY SQUARES!
Last edited by yellowdaddy on 25-01-2004 at 20:28
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yellowdaddy
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Saoir-Ebhor, Sasainn a tuath, Rialtas Aontach
Apr 2003 time: 05:15
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hi Gary,
does that mean that Cities could be varying shapes and sizes, and even become sprawling conurbations of several "squares"?
i'd like to see a graphical example of what you mean...
there are some issues i have with it though - like what about climate change, desertification, floods and swampification?
will you have a different "field" for putting national borders on... I'd like to be able to set my border by dragging or clicking a mouse over an area I want to lay claim to, and set a border using waypoints, and perhaps agree a border with a neighbour by treaty this way - I don't like the way your borders are determined by city influence - it may be true in ancient "religious capital" states, but once you get into the middle ages you might want to have squiggly borders and lay claims to vast unpopulated areas like the Russians did in Siberia, and Chinese in Turkestan... catch my drift?
and then of course there's internal provincial borders!
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Fosse
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U.S.A.
Mar 2002 time: 23:15
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The only thing I'm not fond of is the idea that borders can't go between polygons. I understand your reasons, but that would make for some extremely weird borders, and it would be nice to be able to negotiate them in diplomacy, if such a thing is possible.
Why can't borders be overlays like rivers?
I understand that current squares cannot be subdivided, but what if "owning" 60% of a gigantic polygon gave you 60% of its output? It's pretty straightforward, and borders could be much nicer (run alongside rivers, down the middle of mountain ranges, etc).
My caevet: I know nothing of the structure of the game's code, only what I would like as a gamer.
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