Hej allesammans,
Since Dave started the thread about simultaneous moves in the Coder's
Corner, and I do not really feel comfortable posting there, I thought I
would add some comments of mine here instead. Besided they are not
relevant for coding, so do really not belong in Coder's Corner.
First, this is how I have understood that it should work: (please
correct any and all misunderstandings. *smile*)
* allied sides that are in sequence may move simultaneously, this
sequence may however not be from last to first
* all pre-turn events for sides that move simultaneously are fired
simultaneously
* it would be implemented through a locking system, where hexes would
be locked by one player, and unaccessible to others until unlocked
(extremely simplified version *grin*)
* it should be optional
Now some random thoughts. I generally like this idea, but I am not sure
it would in fact lead to quicker games. But it would most definitely
lead to more interesting waits. *smile* It would call for a much more
coordinated effort from allies, which is good IMO.
I was however wondering if the optionality should not in fact be set by
WML, that is left to the map/campaign developers? If it was, then it
would be up to them/possible for them to take simultaneous moves into
account when balancing the scenarios. Because I think it would be very
hard to balance a scenario so it works well both with and without
simultaneous moves.
I am also pretty sure that it would be too much for a single ai to
handle both modes, so a separate ai for sim. moves would be needed. I
think that for the ai to be able to use it well, it must be able to
control all sim. moving sides. I am not sure if it would be possible to
make an ai integrate into an alliance of humans very well though.
Sorry for barging in on unknown territory *smile*
/Sanna