[quote]Each square you move costs two movement points (this might be intentional, but if it's not, it's wierd).[/quote] Thats on purpose apparently. When roads are built, 1 move on a road costs 1 point.
LDiCesare
Arrow keys are used to move units. Which I think is a bad idea. Numpad also works unless you hvae pgup/end mapped on the numpad (laptops).
On exit, I see lots of MLK messages in the debug.err. I believe you know them but they go like this: Debug Message: WARNING: World leaked city: Esarine 5748 Refs Debug Message: WARNING: Game Object Manager (Leaked Game Object) : Object Name: The Sovereign Object Type: 2 Object ID: 0 Refs: 52 with some additional DebugMessage: Unallocated Mem: 1404 bytes of memory from line 222 of F:\Projects\Kumquat3D\Source\AStarManager.cpp
:( Conquering another city, it completes a guard the turn after I took it. Should probably have emptied construction queue? :) Finally got that you must double click an item to get the benefit. It's ok for a potion but for a ring it should be automatic. :(:(:(:(:(:( Turn movements are somewhat simultaneous. I move, I see things moving at the same time. Sucks. Either all moves are planned and resolved at the same time (really simultaneous like in Diplomacy boardgame or Dominion
Too bad the err file got overwritten. I get lots of errors inside which don't seem to hinder the game in any way: Debug Message: ERROR: (CD3D9Renderer) Unable to create mesh during ::CreateTextMesh. Debug Message: ERROR: (CDrawManager) Failed to create text mesh in ::Reload3DFont. Debug Message: ERROR: (CMapTextGraphic) Failed to create 3D font wrapper for CMapTextGraphic 'Avihu'. I'll try to crash the game again and send info if I manage.
I'm going to prefix with smileys each line so you know if it's good or bad. :) Restarting I don't crash immediately. Only now do I see the 'brave adventurer' lines. They might be fun once, but I'm not even sure. you'd better get rid of them frankly they're going to be annoying pretty fast.:) :) Load game shows no game, which is great since I saved none. :) Skirmish: World name is limited in size but the text field is much wider. Weird. Anyway, I won't crash the game wi
I just ran the program for the first time. Asus G71G laptop running Windows Vista (about the best gaming laptop out there at the moment). First impression: Full screen. That may be good for the full game, but for the beta, I think you need a windowed mode. It'll be easier to type comments in another window that way. Second: When is the menu going to appear? The starting screen with its nice sentence down there is fun but I can't click anything and the mouse pointer doesn
Everyone will be downloading now...
Definitely you should add map generation in python. It's not that much work if you look at Civ IV code, and many user-made map scripts have been included into Civ IV patches, which means they were quite popular. I don't think I've played a single standard Civ IV map for years, only modded ones. I've been asking for this since the start anyway... But if your model is tile based, generating a binary or xml file format for the map shouldn't be hard in python even with an external program
So how does this work with one losing the game by losing the channeler? If the minor nations have channelers, those aren't so uncommon after all. If they don't get them, it makes no sense to lose because you no longer have something other civs don't even need.
[quote who="ChongLi" reply="27" id="2362449"] Sounds like a broken system IMO, not a good model to copy.[/quote] It's actually a good model, used in boardgames like Diplomacy. Note that if one wants to nitpick, "real-time" does not exist. Even real-time games are handled by frames or simulation ticks. The difference between real time and turn based is whether the game auto-pauses after each computation. Some games like Chess or Galciv only allow one player to move during
[quote]Real-time & free-form field +++Makes it possible to control large battles of many units reasonably +++Makes it possible to complete large epic battles in a reasonable amount of time +Battles feel more realistic and life-like +Battles are more impressive and visually appealing --'Micromanaging' (read actually being able to control your units) can be difficult depending on the speed and UI --Managing abilities in large
The issue shouldn't even exist. If the games are client/server, it's up to whoever hosts the game. For instance, LAN parties don't care about internet connection speed. Hosted servers in Europe wouldn't care if the lag with a US server is important. If Stardock still plans to host all multiplayer games itself (meaning no hotseat or LAN and probably no pbem), then such issues may arise, but are unlikely as Cari said and she knows best what she's talking about.
Soft75
When lighting turns trees into water or vice versa, something's definitely wrong.
Survey already down and it's only Friday...
[quote]The method name? Or the method functionality?[/quote] If the method name doesn't reflect the functionality then it's a bad name. So it should be the same. You make a distinction I don't. I picked the first .NET class in the list, alphabetically, I didn't handpick it, it's just the first one I found when you looking up .NET APIs. Saying that "there are quirks and what are your credentials" is a bit short. Those examples ("clazz" and a mix od static
[quote who="Vicente" reply="85" id="2337327"] Quoting LDiCesare, reply 78 What I mean is that it should be clear reading f name that the method is static. If not, it is badly named, but it doesn't need to have additional stuff on it. Adding "this." in front of all non static methods is what I call cluttering. I'd rather add ClassName in front of all static method calls than this. in front of all non static method calls. A method name should indicate what the method does,
Noone mentioned Michael Moorcock's Elric stories? Le Guin (Rocannon's World, Earthsea) is definitely one of my favorites. Sapkowski's Witcher stories are funny too. Dark, but nice.
[quote who="Vicente" reply="77" id="2330876"] Why f() name should make obvious it's static? What's the value of that? If all your methods have to indicate if they are instance or static methods you are clutering their names [/quote] What I mean is that it should be clear reading f name that the method is static. If not, it is badly named, but it doesn't need to have additional stuff on it. Adding "this." in front of all non static methods is what I call cluttering. I'd rath
My bad, I had forgotten about static methods. I must say that I think there's no reason to state explicitly this.f() vs. Class.f() because f() name should be obvious enough that it's clear whether it is static or not. I don't think the distinction is worth typing and reading the many additional "this.". I think they clutter the code for little or no added value. Regarding the Kingdom of Nouns article, I think the author missed the point that verbs have a subject and that English is a
[quote who="Vicente" reply="71" id="2328314"] Quoting SoulSpirit2, reply 70 16) Use this-> when calling member functions. You can't directly call non-member functions in Java, so it's not a problem I don't think that's the spirit of that rule. You can't call non-member functions direcly in C# either and that rule is enforced in StyleCop (SA1101 "Prefix Local Calls With This", under Readibility->Member Access). You can read about why to u
[quote]I was surprised to see the comment about std::for_each() being faster than writing a for() loop yourself. Unless c++ compilers have changed in recent history, the best you can hope for is that the compiler will inline the for loop and also the functor call and you will end up with code that is as fast as a for() loop. More likely your functor code will be too complex to be inlined and you will end up with slightly slower code (an extra func
In my opinion, a long beta needs to be fun for beta testers to give feedback, so you'd have to provide tactical battles early for instance (even though personally I think I'll probably always sip them) otherwise the game beta tested during the first months will be too different from the one after the tactical battles are added in, and the feedback may not be that good. So you'd have to be very careful of the schedule. You also run the risk of releasing a game that will be too hard or
[quote]I don't get the point about the need to recompile. Provided mods are treated as plugins that conform to a given API, when you download a mod, either you are given a set of compiled DLL, a set of python scripts, a set of jar files or even a box full of punching cards. You plug this in, it works. Now if two mods are aimed at the same part of the game, loading order will give you which one will work.[/quote] That's the whole point. Mods very very often conflict with each other. So