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Author Topic: Add a worldgen option  (Read 894 times)

Robosaur

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Add a worldgen option
« on: March 20, 2013, 07:50:04 am »

To make battles simulated as multiple people vs multiple people when necessary. I imagine this'd slow down worldgen, which is why it should simply be an option.
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Ozyton

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Re: Add a worldgen option
« Reply #1 on: March 20, 2013, 05:44:51 pm »

Could you please elaborate? Are you asking if each individual battle should be played out as if somebody loaded up the arena and put down the appropriate units and watched?

Robosaur

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Re: Add a worldgen option
« Reply #2 on: March 20, 2013, 05:59:57 pm »

If not exactly that, then as close a representation as possible.
I'm sure people (like me) would put up with hour-long worldgen in exchange for properly simulated battle history.
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Dunamisdeos

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Re: Add a worldgen option
« Reply #3 on: March 20, 2013, 06:35:57 pm »

That would be...... a big drain on resources. It would also be completely awesome.

I would be cool with this only if it was an option.
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Putnam

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Re: Add a worldgen option
« Reply #4 on: March 20, 2013, 09:27:57 pm »

I'm pretty sure that this is planned as the default, down the road, probably as part of the army arc. Battles will probably a bit more abstracted more, then, though.

Mesa

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Re: Add a worldgen option
« Reply #5 on: March 22, 2013, 01:25:10 pm »

At some point we could even get into full-length battle logs being simulated.
Could be another big drain, but oh well.

This game makes it all worth the wait.
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assasin

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Re: Add a worldgen option
« Reply #6 on: March 22, 2013, 07:13:08 pm »

Quote
At some point we could even get into full-length battle logs being simulated.
Could be another big drain, but oh well.

This game makes it all worth the wait.


The only problem is that toady wants to simulate worldgen while playing fort and adv modes. Unless there was some sort of systemt that processess this sort of thing when paused or maybe uses a separate core or something it might cause a massive fps drain for a larger world
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Drago55577

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Re: Add a worldgen option
« Reply #7 on: March 22, 2013, 10:41:36 pm »

Quote
At some point we could even get into full-length battle logs being simulated.
Could be another big drain, but oh well.

This game makes it all worth the wait.


The only problem is that toady wants to simulate worldgen while playing fort and adv modes. Unless there was some sort of systemt that processess this sort of thing when paused or maybe uses a separate core or something it might cause a massive fps drain for a larger world

If you think of the speed you gen the world, a year 10 seconds or so, it wouldn't be that much of a drain in fort mode, i think. For people who play at lower FPS it'd be easier, aswell.
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Dunamisdeos

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Re: Add a worldgen option
« Reply #8 on: March 23, 2013, 10:41:31 am »

Just have it process wars on save. The game does a lot of that anyway.

While you are adventuring, the game notices that there is a battle elsewhere. Instead of figuring out the specifics right there and then, therefore slowing fps down to zip, the game waits until a save, and does it then. Longer save times, but no drop in FPS.

It could roll the OUTCOME immediately. For instance, a town is conquered by goblins. It instantly updates the town to being full of goblins, but if an adventurer asks about the battle, they are "still counting the deas" or whathaveyou, at least until you reload.
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