Pietro, I am curious as to what different kinds of attrition there are in Empire as well as heat, or more accurately what area's in the ground types could be used and marked on the map as areas of attrition?
Pietro, I am curious as to what different kinds of attrition there are in Empire as well as heat, or more accurately what area's in the ground types could be used and marked on the map as areas of attrition?
Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
My Tools, Tutorials and Resources
The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell
Other kinds of attrition would be more complicated to infer. I have to find a sort of middle way between groundtypes and climates. Desert groundtypes is clearly connected to land desert climates. But other groundtypes don't offer the opportunity to make a direct connection between groundtypes and one or more climates. So I'll have to find certain groundtype areas subject to certain climates and select climates as lc_boreal and lc_tundra as subject to cold_attrition for all year.
Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
My Tools, Tutorials and Resources
The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell
yes, we could
but snow mask for summer is empty
we could mod campaign_snow_mask_summer
and then distinguish between cold attrition in winter and cold attrition in summer
finally we could distinguish 4 attrition type:
heat attrition in winter (my latest image)
heat attrition in summer (larger areas than in winter, I could add areas with humid climates)
cold attrition in winter (campaign_snow_mask_winter.dds)
cold attrition in summer (a modded version of campaign_snow_mask_summer)
in this way we also have a way to indicated areas of cold attrition
Naval attrition! like in shogun2
That sounds like a very good idea!
In game attrition testing is now under way - we're getting close![]()
Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
My Tools, Tutorials and Resources
The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell
Sounds great! If you need some testers I can help you.![]()
Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
My Tools, Tutorials and Resources
The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell
In-game attrition at work:
![]()
Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
My Tools, Tutorials and Resources
The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell
Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
My Tools, Tutorials and Resources
The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell
is it better an only one map with 4 different colors (one for each type of attrition) or 4 different maps?
A single map would make it much simpler to implement and quicker to perform as when checking for attrition you can look at a single image.
Also as I assume some layers of attrition would appear over others, such as heat attrition being a larger area in summer you could just make the smaller area (that of winter) on-top of the other in a different colour.
Do you use 2 maps, one for summer and one for winter ?
Or do you use one map with cold attrition only when season = winter and heat attrition when season = summer ?
Anyway, brilliant work![]()
I was looking at this row of code
if coordX and coordY were 2 floats, there would be some problem?Code:private Point GetPixelFromCoords(int coordX, int coordY)
coordinates as integers make useless larger image
Sorry, I forgot to make a post here about an update relevant to this.
For our pixel - co-ord conversion formulas to work, we need a map of size 2560 X 1280 (as the game's x range is 2560 whole units and y range is 1280 whole units). No bigger, no smaller. We resized the last map you gave us and it worked fine.
Also floats won't work as in terms of the image, there is nothing smaller than a pixel. As a pixel must all be one colour, getting the colour half way across a pixel is irrelevant. So we must stick with ints.
Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
My Tools, Tutorials and Resources
The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell