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Showing content with the highest reputation on 2012-08-23 in all areas

  1. I guess that would be very hard on the player who cannot see where any (silent) attack on its walls come from, plus this player cannot take action against it by sending out a bunch of units against the sap point. This point could theoretically then originate inside a fortified area owned by that player, which makes it very hard to counter. My point is that it would unbalance the game situation.
    1 point
  2. There's no need for roads. If you think they "look cool" just design a scenario or random map with road textures/decals/models between player bases As far as terrain-varying movement speed goes, yes we do have that, but we've hardly used it and it doesn't work that great with typical A* pathfinding in practice. The insight is that roads would likely require a separate pathfinder for following predefined paths, otherwise it may be just as fast to cut off a wide bend of the road by walking across terrain, which goes against the supposed aesthetic benefit and utility of nice, orderly roads. Philip's new pathfinder will be uniform tile costs, I think, as some of the optimizations depend on that, so it will no longer be possible. If anyone wants to write such a pathfinder for roads, units on buildings, etc., feel free, we have no definite plans to use it, but it would be nice to have the option
    1 point
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