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Chicane View Drop Down
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Direct Link To This Post Topic: Roads
    Posted: 19 May 2010 at 19:21
Originally posted by GM Stormcrow GM Stormcrow wrote:


Also want to say that we did examine a variety of fractal landscape generation algorithms to generate the world map; and even implemented a suitable one - but soon discovered that this made too much advantage/disadvatage during the random placement of new players.

Play-testers were rolling lots and lots of multiple accounts, having a look at what was around each one of them, and then immediately abandoning those that were near clumps of terrain that they didn't like or want; and this didn't help anyone except to litter the map with abandoned accounts.


Ugh. I didn't think about that aspect of things. There has to be a balance between "realism" and actual game play.

But, if tiles are more or less interchangeable*, it would be neat if a player could decorate the areas of the map under their greater area of influence. For example, an Elf player could fill their sphere with trees. It wouldn't affect game play, but it might make the map look more varied.

* I know that each tile has a wood/clay/iron/stone/food and probably other values that make changing landscape images an issue. Annnnnnnd I'd be bummed if people started writing words across the landscape. So lets just pretend it is a fun idea with no downsides, forget to place it on a to-do list, and move along.
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Direct Link To This Post Posted: 19 May 2010 at 16:34
Good points and feedback!

Hadn't really thought the pathing was such a problem, figured someone should've solved something like that by now! Shows what I know!

I still like my roads idea(and terrain movement cost), and a way to circumvent the whole pathing problem would then be for the player to have to plot the course of his units himself, and while this would make it somewhat more realistic, im guessing ppl wouldn't find it too much fun to do that over longer distances. 

But well, the thought is out there, and I guess we'll have to see how this influence thingie works out to see if another way of implementing roads, movement costs and such would surface? Maybe making it the responsibility of the ruler of a specific sphere of influence that caravans can travel through his territory both safe and fast somehow? Maybe by having him plot the routes through his territory(maybe by building roads in suitable tiles) or something. Just a thought!
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Direct Link To This Post Posted: 19 May 2010 at 13:49
Originally posted by Chicane Chicane wrote:


I think this type of travel would be more intuitive to the player if terrain types were grouped together more. A 4x10 mountain range is a more obvious obstacle than a single mountain peak surrounded by fertile plains.

Also want to say that we did examine a variety of fractal landscape generation algorithms to generate the world map; and even implemented a suitable one - but soon discovered that this made too much advantage/disadvatage during the random placement of new players. 

Play-testers were rolling lots and lots of multiple accounts, having a look at what was around each one of them, and then immediately abandoning those that were near clumps of terrain that they didn't like or want; and this didn't help anyone except to litter the map with abandoned accounts.

This isn't to say that we don't want to implement strategically important areas of the map, perhaps even being distributed clumps of hand-drawn and hand-built terrain that has special and specific functions, bonuses and penalties.  These areas would act as strategically important conflict points; but we'd need to place them substantially away from the existing settled playerbase. 

Areas of the map may (or may not, you'll never know!) already have been reserved for these kinds of purposes.  Oh alright, many have been reserved; and eagle-eyed players with an innate ability to make patterns out of apparent chaos might spot some of the regularities/reservations on the world map.

Best,

SC
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Direct Link To This Post Posted: 19 May 2010 at 13:35
Hi all,

Good thinking!

We did examine this idea in some detail back in development, pre-Alpha.

Unfortunately it's not implementable on a global level due to the extreme server load the path-finding algorithm would place on the server, because of the number of units travelling ingame.  This is why Illyriad does not have rivers/bridges and large bodies of water (for example).

There's a good reason that games that have real- or near-realtime AI pathfinding are almost exclusively "instanced" or have substantially limited concurrency (in terms of user numbers).

However, we do have plans to implement some parts of the "road concept" in a geographically limited sense once we bring  projected "Spheres of Influence" around your city into play; and there'll be an announcement on Spheres of Influence sometime next week - after the dust has settled from this Friday's forthcoming Major Release.

Best wishes,

GM Stormcrow
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Direct Link To This Post Posted: 19 May 2010 at 13:19
If you are going with the different movement speeds over different terrains idea then I don't think this would be so simple to achieve.

If a town is very simply 3,3 away from you, there are 6 different ways of getting there using simply the cardinal directions.
13,13 away from you, there are 2,704,156.
51,51 and there are over 10^29.

Add diagonal movement and there are more. That would mean you'd need to find every possible traversible path within that, then assign a movement time value to every step to every path, sum, and return with the most desirable path. I'm sure there's searching methods that make it easier, but it's still not simple.

Waypoints wouldn't really work either because you are going to travel in different squares for different amounts of time if you travel at any given angle, which means you would have to calculate a lot of random segments, thus multiplying the problem further. Same goes for simply affecting movement speed for the now, as-the-crow-flies linear movement.

I think its a good idea, and I was thinking about it, and I may be grossly overstating the problem, but yeh, I think its tough to implement.

Edit: grid was out by 1


Edited by xilla - 19 May 2010 at 13:22
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Direct Link To This Post Posted: 19 May 2010 at 09:55
ya, i thought of that as well, and that should be implemented regardless of roads i'd say. At the moment, units move over large mountain ranges and volcanoes, through dense forest and over lakes just as fast as they move over plains, and that is just weird. I don't know how much work it would be to add another parameter for every terrain type(movement) and fix some sort of pathing though.
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Direct Link To This Post Posted: 19 May 2010 at 06:59
Roads would be truly beneficial if there were disadvantages to travel over certain terrain. Currently, all movement seems to take place in straight lines from point A to point B at a constant rate (which you can spend prestige points to increase). If there was a speed disadvantage to crossing terrain with mountains, dense forests or chasms, then a road would speed travel and be of benefit.

If there were speed advantages/disadvantages to terrain, the developers could implement a travel system that uses way-points. For example, travel from 0,0 to 0,5 to 3,5 to 4,7 and gather resources. If such a zig-zag path would save time by going around a mountain peak, the extra player time spent planning the course of travel might be worth it (you could still just go from point A to point B directly if you so choose).

I think this type of travel would be more intuitive to the player if terrain types were grouped together more. A 4x10 mountain range is a more obvious obstacle than a single mountain peak surrounded by fertile plains. Also, grouping map features could grant racial benefits. Elves could move faster in forests and slower in mountains (and dwarfs just the opposite). So that's an idea that would have to wait until UK2.


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Direct Link To This Post Posted: 18 May 2010 at 21:22
for 10min of thinking, this actually is a really good idea :)

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Direct Link To This Post Posted: 18 May 2010 at 20:48
Hi!

My suggestion for now would be the addition of roads to the game.

Roads would speed up unit movement between the tiles it is built. They would cost resources in upkeep, payed by the owner of the road. The owner could be the king, alliances, individual players or maybe even NPC:s.

Better roads gives faster travel and so on.

A problem is that the engine would probably have to get a path recognition module for units so they use roads if they can and if it will get them to their target faster.

It would fit better if it was implemented after the influence spheres so that players had to take care of roads within their "territory" so to speak.

Further improvements could be an implementation of tolls being paid by people using the road if the owner wishes.

With the addition of NPC encounters on the map(robbers, monsters?) people would want to clear their roads from these.



Roads could be formed in 2 ways:

(1) - The game engine could recognize tiles units often travel between and build a trail there. This road would only give a small increase in movement speed but cost nothing to build. The problem with this 

(2) - Players could spend resources to build a road from their towns to other tiles.



I haven't really thought this through more than for 10 minutes, so I might have presented things weirdly or the concept might not work at all in the game, it was just a quick thought i had when i grew tired of studying.
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