Open MatejGolian opened 9 years ago
I have been thinking about this improvement too. I'm not sure yet. Maybe the sub-squares (which will be probably 3 x 3 = 9 by square) will make a square contain a maximum of 9 meadows. This might be too little compared to the design of many maps, but it isn't an absolute obstacle. The game will need to know where the buildings are located exactly, since in both solutions the space might be represented by several meadows. Note that I have made a change in August 2014 to allow the player to just select a square as a building location (not a specific meadow). https://github.com/soundmud/soundrts/commit/46f4148ec6ae54fe1f3d7ae88764a99b2d58e4a4
I've got an idea, but I can imagine that not everyone will like it. First I would remove the additional_meadows feature. Than I would make it so that resources would be placed on existing meadows. Now when a resource is exhausted it essentially creates a new meadow. If resources were to be placed on existing meadows instead, exhausting a resource would uncover an already existing meadow instead of creating an additional one. Think of it this way: If you'd have a square with 9 meadows and you'd place 4 resources on it, on initial load the square would have 4 resources and 5 meadows. So, after all the resources would be exhausted you'd get the meadows per square value. I imagine that somethings would have to be calculated differently. For instance the code responsible for the placing of the resources on the map would have to stop placing resources (defined in the map file) on a particular square, if all the meadows on that square would be taken up by buildings or other resources. Maybe this would make other map properties obsolete as well. I'm aware of the fact that this is quite controversial. The effect would be however, that maps would become true grids, because every square would have the same size. What do you think?
In my opinion, I think that the game, currently works fine.
Respecting the buildings with variable size, I think that the best solution, is that you can design builds that have to use more than one meadow for build it.
Of course, with that, is necessary think how many meadows are correct for the map designs, if for example, a big castle, uses 4 meadows.
But, considering the new way how works the paths, if you want to build a big building on a1, and the building requires 4 meadows, but you only have two in a1, but two more in a2, you can build the big building using meadows of both cells, and ofcourse, blocking the path between these cells, unless the building can work as a gate, but… Hmmm, the majority of buildings, specially big buildings, cand works as a gates :du… A castle can have more than one exit xd.
With that, we only use the meadows as size unit for buildings :P
But… respecting the “build_anywhere” buildings ¿how to fix that?
Currently you can build a unpenetrable cell building on that cell more than 100 towers and this is ridiculous.
Currently exist a max_buildings_per_square parameter for maps? Or a single size changer, for special cells with more space.
Same for a maximum number of units per square… And with that, you can use the food that uses each unit for calculate how many units can stay on the ssquare. For example, a knight that consumes two food, use the double space that a footman :3
Buff… that is all ˆˆ
The idea isn’t complicate the game with micro things like numbers, or specific numerical sizes that make you slow your game. The idea is, that soundrts, is fast, like starcraft or Warcraft :3
That is all ¡thanks for all!
From: MatejGolian [mailto:notifications@github.com] Sent: miércoles, 25 de mayo de 2016 16:31 To: soundmud/soundrts soundrts@noreply.github.com Subject: Re: [soundmud/soundrts] Give Everithing a Size to Make the Game More Realistic (#53)
I've got an idea, but I can imagine that not everyone will like it. First I would remove the additional_meadows feature. Than I would make it so that resources would be placed on existing meadows. Now when a resource is exhausted it essentially creates a new meadow. If resources were to be placed on existing meadows instead, exhausting a resource would uncover an already existing meadow instead of creating an additional one. Think of it this way: If you'd have a square with 9 meadows and you'd place 4 resources on it, on initial load the square would have 4 resources and 5 meadows. So, after all the resources would be exhausted you'd get the meadows per square value. I imagine that somethings would have to be calculated differently. For instance the code responsible for the placing of the resources on the map would have to stop placing resources (defined in the map file) on a particular square, if all the meadows on that square would be taken up by buildings or other resources. Maybe this would make other map properties obsolete as well. I'm aware of the fact that this is quite controversial. The effect would be however, that maps would become true grids, because every square would have the same size. What do you think?
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Thanks for commenting.
I think making buildings have a size value or take up multiple meadows makes sense -- a farm and a castle obviously have significantly differing space requirements. With that said though, meadows aren't always side by side, even in the same square. Often if there's only two meadows, they will appear in diagonal corners from each other. This would make for a very strangely designed castle, if it occupies both, and only, the northeast and southwest corners of a given square! I would also argue that, while there maybe should be an upper limit to the number of meadows per square, saying they should all have *the same number of meadows, based on the fact that it's a grid, makes less sense. If I were to walk outside and begin drawing squares all over the ground, I would find that some of these squares are better equipped to have multiple buildings in them... perhaps they are flat and open. While other squares may contain hills or water or other land features that would only leave space for a single building to be built, (or none!) despite the overall square being the same dimensions as all the other squares I've drawn.
But some sort of size feature of buildings does make sense... as pointed out above, building 100 guard towers on a single meadow is possible, even if it makes zero sense.
Good points, Kat.
To summarize:
Another issue is that the starting squares tend to be huge in multiplayer games, because in multiplayer games the map language doesn't allow a player to start with buildings and units in several squares. This might be the main cause of "big" squares in many maps. (issue #96)
Hi, I have an idea for the game, I think implementing it would require a great deal of reauthoring, but it would make the game more realistic. I'll write down my suggestion in points because it's easier that way.
That's basically it. Note that I don't mean to criticize the game. On the contrary, I absolutely love it. I just want to help to improve it, because it's the best game ever! If I haven't explained it understandably enough, I'll be more than happy to clarify exactly what I had in mind. Also, I saw that subsquares are currently being implemented. I'm not sure what exactly these are, but it's possible that incorporating my ideas would mean that they would become unneccesary. That's not for me to decide, however. I know that the maps would have to be rewritten, but maybe it would be worth it. Any feedback is welcome.