wdolson
Posts: 10398
Joined: 6/28/2006 From: Near Portland, OR Status: offline
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quote:
ORIGINAL: wdolson We implemented historic moonlight for the period of the game. Bill quote:
ORIGINAL: witpqs Bill, I thought it was limited to percentage of moonlight. Historic would imply rising and setting times, too. Do you mean that? We didn't take into account rising and setting times because the game engine doesn't run on a 24 hour clock. It has three distinct phases and events happen in sequence during a phase, but not at a specific time. It will calculate how long something takes like flight time and a unit with a 2 hour flight will arrive at a target before a unit with a 4 hour flight time (with randoms for take off times), but it doesn't keep track that it's now 3 PM, 3:30, etc. We also don't take into account latitude or time zones. It's night in Karachi at the same time it's night at Pearl Harbor, even though in reality those two places are only briefly in the dark at the same time if ever. But we do have an algorithm that calculates what phase the moon was in on a given day and the moon phase in the game follows that pattern. So if you go and look up the phase of the moon on say January 6, 1942 you will find the moon in game is in the same phase as it was on that date in history. I believe there is also something in the moonlight calculation for combat that takes into account local weather conditions. So even if the moon is full, if the combat is taking place in a hex with heavy clouds or rain, the moonlight will be diminished. I haven't looked at the code, but I would bet there are randoms involved. There are few things in game that happen without randoms. Bill
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WitP AE - Test team lead, programmer 
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