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  1. #1
    Inevitability won
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    Default Re: ETW Runtime Memory Stucture Documention

    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?

  2. #2

    Default Re: ETW Runtime Memory Stucture Documention

    Quote Originally Posted by .Mitch. View Post
    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?
    Cold attrition anyway, I would imagine. We could even do some "disaster" events, like flooding or hurricanes causing unit damage, but that would be quite far away yet.
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    Default Re: ETW Runtime Memory Stucture Documention

    Quote Originally Posted by .Mitch. View Post
    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?
    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.

  4. #4

    Default Re: ETW Runtime Memory Stucture Documention

    Quote Originally Posted by PietroMicca View Post
    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.
    I've probably said this before, but couldn't you use the snow map? (main.pack/campaign/terrain/campaign_snow_mask_winter.dds)
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    Default Re: ETW Runtime Memory Stucture Documention

    Quote Originally Posted by T.C. View Post
    I've probably said this before, but couldn't you use the snow map? (main.pack/campaign/terrain/campaign_snow_mask_winter.dds)
    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

  6. #6

    Default Re: ETW Runtime Memory Stucture Documention

    Naval attrition! like in shogun2

  7. #7
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    Default Re: ETW Runtime Memory Stucture Documention

    That sounds like a very good idea!

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    Default Re: ETW Runtime Memory Stucture Documention

    In game attrition testing is now under way - we're getting close
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  9. #9
    Flikitos's Avatar Campidoctor
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    Default Re: ETW Runtime Memory Stucture Documention

    Sounds great! If you need some testers I can help you.

  10. #10

    Default Re: ETW Runtime Memory Stucture Documention

    Quote Originally Posted by Flikitos View Post
    Sounds great! If you need some testers I can help you.
    At the moment all of the testing is line by line code debugging - unless you're quite handy with C# and Lua there's not much you can do.

    Though we will want actual gameplay testers at some stage; hopefully quite soon
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  11. #11

    Default Re: ETW Runtime Memory Stucture Documention

    In-game attrition at work:

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  12. #12
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    Default Re: ETW Runtime Memory Stucture Documention

    Quote Originally Posted by T.C. View Post
    In-game attrition at work:

    In which region?

    now are you going to distinguish different types of attrition?

  13. #13

    Default Re: ETW Runtime Memory Stucture Documention

    Quote Originally Posted by PietroMicca View Post
    In which region?

    now are you going to distinguish different types of attrition?
    Thats in England, I reversed the conditions for a test. Yes, if you can provide a map we can do the rest
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  14. #14
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    Default Re: ETW Runtime Memory Stucture Documention

    is it better an only one map with 4 different colors (one for each type of attrition) or 4 different maps?

  15. #15
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    Default Re: ETW Runtime Memory Stucture Documention

    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.

  16. #16
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    Default Re: ETW Runtime Memory Stucture Documention

    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.

  17. #17
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    Default Re: ETW Runtime Memory Stucture Documention

    Quote Originally Posted by .Mitch. View Post
    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.
    OK, this time it will take a bit longer

  18. #18
    wangrin's Avatar Unguibus et Rostro
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    Default Re: ETW Runtime Memory Stucture Documention

    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
    Last edited by wangrin; August 10, 2012 at 12:54 AM.


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  19. #19
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    Default Re: ETW Runtime Memory Stucture Documention

    I was looking at this row of code

    Code:
    private Point GetPixelFromCoords(int coordX, int coordY)
    if coordX and coordY were 2 floats, there would be some problem?

    coordinates as integers make useless larger image

  20. #20

    Default Re: ETW Runtime Memory Stucture Documention

    Quote Originally Posted by PietroMicca View Post
    I was looking at this row of code

    Code:
    private Point GetPixelFromCoords(int coordX, int coordY)
    if coordX and coordY were 2 floats, there would be some problem?

    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.
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    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
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