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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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Update - Abandoned Accounts page
I've still got no idea why this bug suddenly appeared but I'm going to chalk it up to interference from deep space (ask SC about deep space causing computer bugs next time you see him). In the meantime I've still got to sort the same issue with the players and alliances tables. If you do spot any bugs/issues etc (caused by deep space or otherwise) with any of my Illy tools please either post in the forums or send me a PM (Tensmoor) through the forums.
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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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Well my fix yesterday didn't stick so I've gone back and re-examined all the code. Fingers (legs and eyes as well) crossed it will work this time. I also discovered that the Account Search page wasn't getting updated properly so I've fixed that as well. The results should now include all the accounts since the begining of Illy except for those that have had their details removed by the devs (I think those who break the rules get completely wiped from the system but as usual I could be wrong). A note on the Account Search: The unique identifier is the player id so if for instance a player named 'Eric the Fuzzy Monkey' decides to change his name to 'Albert the Hairy Baboon' and then again to 'Sidney the Hirsute Orangutang' only one of those will show up. The first two names will not be found (I think). If however instead of changing his name he abandoned each time and created new accounts then all 3 should show up. |
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Ordo
Wordsmith Joined: 31 Mar 2022 Status: Offline Points: 107 |
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Pathfinding GNU wants to bring some vids to SC and TC's attention |
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eowan the short
Postmaster General Joined: 03 Jan 2016 Location: UK Status: Offline Points: 1255 |
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Honestly, I'd argue the best way to handle pathfinding is...well... to not handle pathfinding.
Instead, give players the option of choosing 'roads' themselves from a map screen showing each road. If it's not the most efficient route, ah well, not the devs' problem. This gives the functionality people seem to want the most (roads) though does mean that terrain's not going to have a role to play. Perhaps that functionality could be added down the road, but it's not as important.
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This is the thread that never ends, yes it goes on and on my friend. Some person started it, not knowing what it was, and we'll continue posting on it forever just because...
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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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That video is a very basic implimentation of several pathfinding algorithms but is based on a very small grid. Scale it up to cover all of Illy (which it would need to) and suddenly you are looking at trying to find paths over much longer distances which means much greater computation needed which means a long delay between you saying where you want to go and getting a path. Now multiply that by the number of times a second that an army, caravan, diplo, npc moves in Illy and you start to see the problem with the fairly basic pathfinding methods. If you want to see a much better interactive demo of pathfinding have a look at this: It's a pathfinder covering Amsterdam and is pretty damn fast. There are also other cities you can load data for. Alternatively or there is the version I did using the same library at: https://illystuff.uk/pathfinderDemo/ but it only covers the map from 1000 down to 0 in the Y direction (X is from -1000 to 1000). Some day i might get round to finishing generating all the intermediate grid points and pre-computing the paths between them. Last time I spoke with SC about pathfinding they were still looking at lots of different methods but that was a little while ago. Tens
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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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One point that folks may not be taking into account when saying they want pathfinding is that it will make it impossible to track diplos etc. Currently with everything being 'straight line' you can make a pretty accurate estimate of where they came from (as long as you see them on the map) but with a non-straightline path they could start the return journey in any direction and it will change all along the way. Another is that of timing sieges etc. suddenly you will need to have the routes for all armies calculated beforehand in order to work out when each should be sent. Like everything in life there are always drawbacks to offset perceived bonuses. All in all though, trying to figure out pathfinding was a pretty fun exercise.
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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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Menu Update |
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DranZail Gildenfyre
New Poster Joined: 24 Jul 2022 Status: Offline Points: 18 |
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I have a problem I want to report sir....
I come back to Illy and you are not there! Nad say hi and sends her love to you and this is your official notification I will be dropping a new vid on my channel with a dish dedicated to you.
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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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Give Nad my love and I'll look forward to the video and recipe!
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DranZail Gildenfyre
New Poster Joined: 24 Jul 2022 Status: Offline Points: 18 |
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https://www.youtube.com/channel/UCCc2xmVXCHUVHwp9rWgKirQ
The video will premier on 8/8, I hope it is to your liking sir. What I say at the end I sincerely mean.
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