[quote who="Luckmann" reply="17" id="2833150"] quoting post Admittedly, I did get killed but if I hadn’t gotten killed, I would have been able to wipe them out.Isn't that a basic tenet of Sun Tzu or something? "Don't die"? [/quote] How about the misattributed quote to Patton... "I want you to remember that no bastard ever won a war by dying for his country. He won it by making the other poor, dumb bastard die for his country."
LeeLament
[quote who="Bingjack" reply="11" id="2833044"] Perhaps if there were an increased period of monster *raids* on a city prior to a massive assault, alerting players to increased danger in the region, and allowing them to make strategic deployment decisions, rather than getting surprised by the random giant stack of spiders that comes barreling out of the woods, one turn away from your city. [/quote] To me, it seems a lot of games talk about having a 'living world' but it
What I would like to see is also a 'not' type list. For example (and I have not seen a 'not' list in ANY game as I can recall) is show me every city that DOES NOT have a barracks, granary, what-have-you that all cities should have. A few games with resource type items might even have a list. that is good. But finding that ONE or TWO places where the resource is missing, well that would be really helpful and a time saver.
For those interested in procedural terrain generation, here are a few useful links I have found: Generating Random Fractal Terrain http://www.gameprogrammer.com/fractal.html#ref <a hr
[quote who="Gravedancer" reply="29" id="2772291"] Quoting LeeLament, reply 28 Part of my routine grind is to run VTune on the company's software and identify the performance bottlenecks. Brad, I think someone is volunteering his services... If he's not, I have rope. [/quote] Just trying to help. If you mostly spend your days analyzing DMP files (crashes) and code that is responsible for performance bottlenecks, then you can kind of spo
Good to know, much relieved :-) If I have more than a dozen or so strings to test like that I usually put most all the strings in the code into a red-black or AVL tree and then assign them all a unique number as a code, then I can just use switch statements everywhere. The string tests are not repeated over and over again. In some case I use ternary search trees as well. http://en.wikipedia.org/wiki/Ternary_search_tr
[quote who="Frogboy" reply="5" id="2771870"] Code: c++ else if( _tcsicmp( szStat, _T("TriggerType") ) == 0 ) { if( _tcsicmp( szValue, _T("GoodieHut") ) == 0 ) this->SetTriggerType( QUEST_TRIGGER_GOODIE_HUT ); else if( _tcsicmp( szValue, _T("CityPopulation") ) == 0 ) this->SetTriggerType( QUEST_TRIGGER_CITY_POPULATION );<br /
[quote]Would it be a compressed file that gets stored or would it be a sub folder that gets copied? I'm hoping for the latter. With .NET you can set an option to scan all subfolders vs. the top directory. I don't know what it takes in C/C++.[/quote] If the file is not compressed and you just want to find, for example, all XML files, it only takes about 10 lines of code.
[quote who="Icepick" reply="13" id="2712901"]Then, when players sign on to the Reactor they have the option of uploading that file back to Stardock...where it gets synthesized with others and worked into the next update. Think of it as "Would you like to make your experience better by allowing us to collect non-identifying usage data, blah blah..." And thus Skynet is born. [/quote] And thus Skynet Microsoft
[quote]I've timed it -- Elemental installs *faster* off a good cable modem connection than from a local DVD (mainly because of the idiotic way Windows handles transfering tiny files and Elemental is roughly 12,000 files).[/quote] Not to mention dealing with MSI - Microsoft's SH*TTY Interface during installation.
I have played several types of city building and strategy games over the years. The games I favor when population is too low don't destroy your buildings, but rather just shut some of them down. In some games, the player is allowed to select which class of buildings do not work, although it would be nicer to select exact buildings, or have a set of configurations of buildings to shutdown that cna be chosen, or a prioritized shutdown. Now, one player sugges