this new default vision requires bigger maps, but we know that SoundRTS becomes too slow when a map exceeds something like 225 squares.
A bigger map isn't automatically slower, if the additional squares are empty obstacles (empty squares without any exits, representing a mountain, a lake, a sea or a river). The number of connections between squares is important, because it will affect the shortest path research algorithm.
For example CAN5 could be:
(r = resources, b = bridge, m = meadows, .=nothing)
rmm.r.mrm.r.mmm.m.mmm mmm.m.mmm.m.mmm.m.mmm mmmbm.mmm.m.mmm.mbmmm ....m..b..m..b..m.... rmmmmmmmmmmmmmmmmmmmm ....m.....m.....m.... mmm.m.rmm.m.mmm.m.mmm rmmbm.mmmbmbmmm.mbmmm mmm.m.mmm.m.mmm.m.mmm ....m..b..m..b..m.... mmmmmmmmmmrmmmmmmmmmm ....m..b..m..b..m.... mmm.m.mmm.m.mmm.m.mmm rmmbm.mmmbmbmmm.mbmmm mmm.m.rmm.m.mmm.m.mmm ....m.....m.....m.... rmmmmmmmmmmmmmmmmmmmm ....m..b..m..b..m.... mmmbm.mmm.m.mmm.mbmmm mmm.m.mmm.m.mmm.m.mmm rmm.m.mmm.m.mmm.m.mmm
An editor could be useful to ease this kind of modification, especially to add new rows. Maybe I will add an edit mode accessible from the game mode. Don't do this by hand.
The number of objects, meadows included, especially in the same square, is important too, because it can multiply the computations if there are loops inside loops implying objects (for example: choosing a target).
And of course I forgot to say that this vision by default has inconveniences for the mods, because the vision of the adjacent squares is simply used like an advantage for some units.
I'm not sure yet. An advantage in vision can be done in at least two ways:
1. increase the range
2. see through walls and obstacles (usually because the unit is at a high altitude)
I have checked Starcraft 1 and 2. A zergling (land) and an overlord (air) have similar vision ranges, except that the zergling won't see through walls, and won't see units at a high ground from a lower ground. The vision areas are discs, minus the zones masked by obstacles.
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