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Anonymous
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You already posted a lot of details of how pathfinding was calculated so maybe you could do this too ? You don't have to bother explaining everything, just post it and we will figure it out, or maybe its already in a game file and you could then tell us in which one it is (I already saw that some stuff useful only server side is nonetheless in the client so it's possible) ? There is one case where it would be extremely useful: say I absolutely want to have boats thus towns near river/sea and for this I need to settle towns not exactly as close from each other as possible, then I wonder: with 4 towns, should I switch to monarchy or not ? That is, will I have more or less than 20% corruption in each town overall ? And if monarchy gives less corruption, then: will I have very bad corruption by making a new town ? That last one is not a big problem, if it turns out to be a bad idea I can just destroy the town and only a single settler is wasted, but if switching to monarchy was bad initially, switching back to collectivism/despotism have a huge penalty so we really have to know before please. In fact, the best would be to have a "monarchy simulator" just like you made a battle simulator, in python or excel or whatever you want, it would be so much fun just experiencing with it even trying things that would be very hard/impossible to do in reality because of the mountains/forests in the way, or dumb things like looking how it would look with 10 towns in a straight line, 20 towns in 5x4, 9 towns in 3x3 plus one extremely far (like if it had been converted). Please do it, because it's really not as simple as in freeciv where it simply depend of the number of cells between one city and the capital, here it's clearly the distance between each town from each other and even the one in the center doesn't always have 0% corruption.
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Anonymous
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Well, if you don't want to share it I will find it myself then, after all I found the armor formula before it was published on the forum so I should be able to do this too. Though I'm not sure that it's a good thing that then only a few elitist people will know how it works instead of everybody.
While I'm working on it, anyone with even very little knowledge in java, C language, flash, python or even just excel maybe (or pretty much anything else), please reply to this thread so I can pm you how it works so you can make an easier to use simulator.
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This post created by ignored player and thus hidden.
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Though I'm not sure that it's a good thing that then only a few elitist people will know how it works instead of everybody.
We are not prohibiting you to share your discoverings with others here. The calcuation is obscure so we decided not to post actual details for now.
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Anonymous
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Well, can you at least explain me this (or tell if it's a bug) ?
Here is how my towns are:
X3X7X
XXXXX
4X2X6
XXXXX
1X5XX
If the distances between town is calculated by pythagore, then 3 have 2+2,236+2,236+4,12+4,12+3,61=18,322 and 5 have 2+2+2,83+2,83+4,12+4,12=17,9, if it's not, that is, you count cells one by one in vertical/horizontal/diagonal, then the difference is even bigger, 3 have 2+2,41+2,41+4,41+4,41+3,83=19,47 and 5 2+2+2,83+2,83+3,41+3,41=16,48, YET 3 have a better corruption than 5 despite it is overall further from other towns, 3 have 14,6%, 5 16,3%, why that ?
Even those information
grouping_distance_min 2.0
grouping_distance_max 6.0
grouping_effect_per_cell 0.08
don't help, no town is further than 6 cells.
Edited 2 minutes later by Anonymous.
Reason: code was not posted correctly.
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Anonymous
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To my surprise, I discovered only recently that, despite countries are circle shaped and not like squares, units takes the same time to move in diagonal or in horizontal/vertical, not 1,41 times more, so I though that maybe then distances from town to town were as simple, but no, 3 and 7 would both have a total of 17 cells yet 3 has 14,6% corruption and 7 22,9%.
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