|
Post Reply
|
Page <1 345 |
| Author | |
Angrim
Postmaster General
Joined: 02 Nov 2011 Location: Laoshin Status: Offline Points: 1173 |
Posted: 19 Jan 2012 at 18:11 |
|
This may explain the intention to route most caravan traffic to trade hubs via trade 2.0, keeping the bulk of the traffic in a local pattern.
You might also save some cycles by defining border crossings between areas. Since most borders are defined by rivers, they could take the form of known fords/ports/ferries, with the intention of separating the work of pathfinding into multiple smaller trips.
|
|
![]() |
|
Quackers
Forum Warrior
Joined: 19 Nov 2011 Location: Jeff City Status: Offline Points: 435 |
Posted: 19 Jan 2012 at 15:38 |
|
This just made my head explode: http://www.pearltrees.com/#/N-play=1&N-u=1_100159&N-p=20725697&N-s=1_1189624&N-f=1_1189624&N-fa=1087564
I'm not good with computer stuff, but wouldn't this create a load on the servers? I mean we do have 55,646 moving caravans and 958,963 moving troops at the time of this post/edit. But it seems like a simple concept that could be easily adjusted to fit different variables so they might be using this. Edited by Quackers - 19 Jan 2012 at 15:42 |
|
![]() |
|
Createure
Postmaster General
Joined: 07 Apr 2010 Location: uk Status: Offline Points: 1191 |
Posted: 19 Jan 2012 at 13:26 |
|
Just noticed an article about path-finding from another game which I imagine has holds some very similar issues to what the Illy dev team might be facing.
https://secure.8realms.com/m=news/g=8realms/show-me-the-way-to-go-home Interestingly (or perhaps, obviously) it seems their exhaustive 'best route' path-finding algorithm worked well over short distances but they really had to cheat as the distances got bigger by effectively turning their worldmap into a grid of identical small maps, then when you want to cross the world map you use the 'best path' algorithm to find your way to the nearest 'node' on an adjacent grid tile and then your army just follows a preallocated 'best path' for crossing all the grid tiles between yourself and your target. Clearly this approach would not work so easily in Illy - since every part of our world map is unique. I imagine though that you could save alot of processing time though by adopting a similar set of 'preallocated standard routes' (kind of like 'motorways/highways) forming a network that criss-crosses the entire Illy world map. Sure these would take an awefully long time to calculate (and would need to be recalculted if players started doing things like building bridges or ferry crossings or roads) but at least it would mean that large chunks of routes would not need to be recalculated every time a player sends a single scout to the other side of the world. Then, similar to the solution above - it would just be a question of calculating the fastest route to the nearest "motorway". I imagine the dev team has already had these thoughts and much more besides - think it'd be interesting to see what the community thinks though. ^^ (P.S. regarding that link above - there's some interesting and fairly 'innovative' stuff in that game above - but as an Illy player I'd suggest you could probably do without wasting your time on it... I've played it about a month and i'm bored - there is no community, no chat, no lore+history, no PvP and the game mechanics are all pretty repetetive... it's like: build/research a load of stuff > advance to the next age > build/research all the same stuff again > advance > build/research all the same stuff again > advance... etc. - you do that about 8 times then the game ends.) Edited by Createure - 19 Jan 2012 at 13:31 |
|
![]() |
|
Post Reply
|
Page <1 345 |
|
Tweet
|
| Forum Jump | Forum Permissions ![]() You cannot post new topics in this forum You cannot reply to topics in this forum You cannot delete your posts in this forum You cannot edit your posts in this forum You cannot create polls in this forum You cannot vote in polls in this forum |