Search found 63 matches
- Tue Oct 21, 2008 3:50 pm
- Forum: Bug reports and ideas for enhancements
- Topic: didn't notice to-do that need done
- Replies: 7
- Views: 20300
Re: didn't notice to-do that need done
Meaning no offense, but isn't an A* heuristic map going to get really expensive in terms of memory usage? After all, in a small game with only a couple players, we're still talking about needing to work this for hundreds of units, and my own experience tells me that a unit will encounter something p...
- Mon Oct 20, 2008 8:27 pm
- Forum: General - Original MoM
- Topic: Re. Rebalancing....
- Replies: 10
- Views: 26921
Re: Re. Rebalancing....
I'm pretty sure that all of that is server-side setup. The client-side would just need to connect to the server and would only be allowed to make choices based upon the rules for the game as set at the server.klausbreuer wrote:Obviously, in multiplayer all players would need the same options...
- Sat Oct 11, 2008 4:49 pm
- Forum: General - MoM IME
- Topic: 0.9.5 the Overland AI . I wanna help.
- Replies: 13
- Views: 45571
Re: 0.9.5 the Overland AI . I wanna help.
I have to agree entirely with Iluvalar on this one. Especially since the whole idea of this game rewrite by Implode is to make the game truly multiplayer. If the 'Impossible' setting just makes all AI players automatically band together against the player, than what is the AI supposed to do when the...
- Fri Sep 26, 2008 5:11 am
- Forum: Bug reports and ideas for enhancements
- Topic: thoughts on program design
- Replies: 2
- Views: 13304
Re: thoughts on program design
you're right, I'd totaly spaced off the idea of 'memory' from the fog. In that case, would it be cheaper (in terms of memory/processing) to just keep a different stack/list/set/hashmap/etc. listing units, cities, and other dynamic map info for each player? then you could just update that structure w...
- Sun Sep 21, 2008 12:15 am
- Forum: Bug reports and ideas for enhancements
- Topic: thoughts on program design
- Replies: 2
- Views: 13304
thoughts on program design
With absolutely no intention to tread on toes, Implode, I suddenly had a few thoughs on the design of IME (based on the last information in the forums about it that I remember) and wanted to run them by you to take, shoot down, or to do with whatever you please. overland map and fog-of-war: Quite so...
- Fri Sep 05, 2008 11:57 pm
- Forum: General - MoM IME
- Topic: 0.9.5 the Overland AI . I wanna help.
- Replies: 13
- Views: 45571
Re: 0.9.5 the Overland AI . I wanna help.
food for thought, Implode: the most effective way to have a highly adaptive and variant selection mechanism is to have dynamic valuation of goals (buildings, city housing, building new towns, producing army, dropping all other production in favor of researching and casting the Spell of Mastery, etc....
- Fri Aug 08, 2008 4:44 am
- Forum: Bug reports and ideas for enhancements
- Topic: spell queue - no way to remove spells?
- Replies: 9
- Views: 23343
Re: spell queue - no way to remove spells?
Actually, I agree with Iluvalar here, Implode. Even if all you're doing is doing a straight dump of all of the data structures (or the whole RAM space if that'd be easier, I don't know how youre doing the memory management) to the server's HD then just spooling it back in to load it (maybe go ahead ...
- Sat May 03, 2008 2:27 pm
- Forum: General - Original MoM
- Topic: Evening the strength of the 5 realms of magic
- Replies: 51
- Views: 115798
I'm surprised more people haven't mentioned Crack's Call. It's stupidly, obscenely overpowered. To be honest, I don't know what you're talking about. I play a nature heavy wizard in almost every game, and in all the time I've been playing Crack's Call is on the list of most useless nature spells I'...
- Thu Mar 20, 2008 4:54 am
- Forum: Bug reports and ideas for enhancements
- Topic: OUT OF SCAN error, can't play fullscreen!
- Replies: 6
- Views: 19426
- Wed Mar 12, 2008 9:22 pm
- Forum: Bug reports and ideas for enhancements
- Topic: Building units in a full city
- Replies: 19
- Views: 44020
- Fri Mar 07, 2008 7:29 am
- Forum: General - Original MoM
- Topic: Evening the strength of the 5 realms of magic
- Replies: 51
- Views: 115798
- Thu Mar 06, 2008 1:10 am
- Forum: Bug reports and ideas for enhancements
- Topic: Building units in a full city
- Replies: 19
- Views: 44020
Nothing stops you from using two (or three, or even more) representations and using whichever is most appropriate for the task. Except, of course, the need to keep every copy updated when anything changes in any of them (which, even when done carefully and efficiently, significantly increases memor...
- Thu Feb 28, 2008 7:22 pm
- Forum: Bug reports and ideas for enhancements
- Topic: Building units in a full city
- Replies: 19
- Views: 44020
actually the original MoM would work exactly like described by the code, including moving to a second ring (haven't tried a third yet) but will also produce land units on water squares without checks for if they can even be there. Those land units (on water) can then move onto any adjacent land spac...
- Thu Feb 28, 2008 6:24 pm
- Forum: Bug reports and ideas for enhancements
- Topic: Building units in a full city
- Replies: 19
- Views: 44020
I think the adaptation of my code followed an assumption of mine that the most recent value for dX or dY would be retained after ending a loop, but it looks like that might not be the case? I think the algorithm I gave might also fail at distances less than one, so you might instead try: startPoint ...
- Wed Feb 27, 2008 8:20 pm
- Forum: Bug reports and ideas for enhancements
- Topic: Building units in a full city
- Replies: 19
- Views: 44020
(Edit: That'll teach me to refresh the page before I post. Though a still relavent point is that original MoM will allocate units to spaces in a square pattern, top-left and clockwise. I'm leaving my code block unaltered.) this all assumes that the x,y coordinates start 0,0 at top-left to use your p...