Create/mod new wall.
#1
Posted 20 May 2012 - 05:02 AM
#2
Posted 20 May 2012 - 02:22 PM
This will probably illustrate more clearly: http://www.voetsjoeb...lacement_2.html (click and release and then drag to create a wall).
There are some mathematical conditions about the lengths of the towers and the wall segments and the amount of protrusion into towers that need to be satisfied for this to work, but I'm still working on writing them down formally.
Regardless though, I don't quite see how a wall made of houses would fit with this system. Your intent is to quickly place multiple buildings, presumably without regard for whether the 'wall' blocks unit movement across its entire distance (because I don't see what you'd use for 'filler space' if a user wants to drag a 'housewall' across a distance of 5 + 1/3 houses). This is an entirely different purpose than what the wall system was designed for, so you'll probably have to write your own implementation anyway.
Wildfire Games Programmer
Contact me: jeroen@wildfiregames.com
‹Mythos_Ruler› Give that batch some uniforms. Batches love uniforms.
#3
Posted 21 May 2012 - 03:11 AM
#4
Posted 21 May 2012 - 03:13 AM
0 A.D. Gameplay and UI Developer
#5
Posted 21 May 2012 - 03:15 AM
#6
Posted 21 May 2012 - 05:10 AM
I suppose what could be done with the present wall system would be that we basically trade towers for tents and remove the medium and long walls. Then it would just go tent=>short wall=>tent and every line would begin and end with a tent. Tho honestly I was really just looking for tent>tent>tent. Snapping buildings together like WTP was talking about would be great for this too, but I'm trying to work with what I've got......not with something that will probably never happen.
Edited by chaosislife, 21 May 2012 - 05:45 AM.
#8
Posted 22 May 2012 - 02:58 AM
WhiteTreePaladin, on 21 May 2012 - 03:13 AM, said:
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#9
Posted 22 May 2012 - 03:25 AM
historic_bruno, on 22 May 2012 - 02:58 AM, said:
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion a.k.a. Zachary Skaggs
#10
Posted 22 May 2012 - 10:53 AM
vts, on 20 May 2012 - 02:22 PM, said:
This will probably illustrate more clearly: http://www.voetsjoeb...lacement_2.html (click and release and then drag to create a wall).
There are some mathematical conditions about the lengths of the towers and the wall segments and the amount of protrusion into towers that need to be satisfied for this to work, but I'm still working on writing them down formally.
Regardless though, I don't quite see how a wall made of houses would fit with this system. Your intent is to quickly place multiple buildings, presumably without regard for whether the 'wall' blocks unit movement across its entire distance (because I don't see what you'd use for 'filler space' if a user wants to drag a 'housewall' across a distance of 5 + 1/3 houses). This is an entirely different purpose than what the wall system was designed for, so you'll probably have to write your own implementation anyway.
Nice. What about using two M segment rather than a L and a S one when the wall is not long enough? This way towers are better distributed. Or was it intentional?
#11
Posted 22 May 2012 - 11:12 AM
fabio, on 22 May 2012 - 10:53 AM, said:
When gates are implemented it will only be possible to place them on long wall segments. So that is why it is preferable to use a long segment where possible.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#12
Posted 26 May 2012 - 06:42 AM
@Lion Actually we have gates now, they're just not very gatey. More like a gate shaped wall.
Edited by chaosislife, 26 May 2012 - 07:00 AM.
#13
Posted 26 May 2012 - 11:31 PM
chaosislife, on 26 May 2012 - 06:42 AM, said:
@Lion Actually we have gates now, they're just not very gatey. More like a gate shaped wall.
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#14
Posted 27 May 2012 - 12:03 AM
chaosislife, on 26 May 2012 - 06:42 AM, said:
@Lion Actually we have gates now, they're just not very gatey. More like a gate shaped wall.
This is a difficult requirement since there's no telling beforehand where the user might want to place, or indeed whether they want to place one at all. Perhaps what we could do is, instead of upgrading L segments, make gate placement working by dragging a 'ghost' ghate along a wall, and realign the segments/towers upon placement to fit the gate in there. No idea how feasible this is btw, just brainstorming.
Wildfire Games Programmer
Contact me: jeroen@wildfiregames.com
‹Mythos_Ruler› Give that batch some uniforms. Batches love uniforms.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users















