This is the mail archive of the xconq7@sources.redhat.com mailing list for the Xconq project.


Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]
Other format: [Raw text]

Path finding


Prior to the addition of Peter Garrone's path-finding code


A bit of a problem since the path-finding stuff went in a month or two ago:

When trying the Middle Earth third age module, the base module for Lord of the Rings, large number of armies in the game are not allowed to cross rivers. There are some fords, but they cannot cross just anywhere. This is by game design. Meanwhile, a lot of rivers are made. This results in only a few choke points where armies may cross. This makes the new pathfinding code seem to take much much longer per turn to think things through. Before that path finding change, the turns went quite a bit faster.

I cannot guarantee that the path-finding code itself was the change which made the difference, because I think I remember that a lot of changes were being made at the same time back then.

---

Another thing is that the standard game doesn't make or use transports. Try setting up a standard game between a few computer players and watch what they do for a few turns.

---

STILL no crashes on my Linux box since your fixes to the TCL map redrawing code!



Brian


Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]