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Shannon V. OKeets -> RE: AI for MWIF - Norway (8/21/2008 9:17:18 PM)
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quote:
ORIGINAL: paulderynck quote:
ORIGINAL: Shannon V. OKeets I intend to use the style developed by Chris for CWIF in MWIF. It is less dependent on the pen of the artist. The WIF FE map sea area boundaries were drawn using a straight line for the most part. You can see the problems this creates in Patrice's examples at Lisbon, Malta, and La Spezia. The line's relationship to the sea area hex dot can have a razor thin separation. At 8 levels of zoom, that isn't going to work for MWIF. Now this doesn't achieve the same result for Istanbul (comparing WIF FE to MWIF). Are there any other places? I've been thinking about this some more since last night, and since there are exceptions to the blue line following the hex border, why can't the blue line be redrawn to fix the impression of non-invadeability for the veteran WiFFErs? After all they will be the corps of the initial buyers and the Newbies have to learn the system regardless. Is there something about the blue line that affects the program's decision on invadeability? If not then, the lines can be corrected for Tripoli, Liverpool, Kristiansand, and Plymouth. It can be redrawn to make MWiF match WiFFE for Narvik and it is already correct for Istanbul. quote:
ORIGINAL: Shannon V. OKeets The problem is that the fundamental data is the hex's relationship to sea areas, with the relationship of a port to sea areas being one and the same as the relationship of the hex to the sea areas. So you could move a naval unit into/out of Legaspi from either sea area. That is how the code is written for all ports on the map. I hope you aren't saying that the presence of a port is used to determine invadeability somehow? There are many ports that cannot be invaded - Trieste for example. As Patrice, described, the program draws the sea area boundaries (calling them blue lines can be misleading) based on the data. It was a real nightmare to get that code correct: 60-80 hours. I had tried to straighten it out in 2005 but I didn't understand enough about the CWIF code to figure out what was/should be coded. It was only earlier this year (2008) that I revisited that code and was able to make it do what I wanted it to do. Legaspi, the northern Japanese port, and the islands around Rabual were the hardest to get right. At no time does the program know what the land mass outlines/graphics look like. It only knows that an island is an island if the data says there are all sea hexes/all sea hexsides on all 6 sides of a hex. Add data entries that Moscow is surrounded by all sea hexsides, and the program will consider Moscow an island, regardless of what the graphics look like. Ports are data that provide added functionality to a hex. A hex's relationship to sea areas is data driven. If the data says a port is in a hex, then the hex recieves the 'benefits' of being a port. The same is true of cities, factories, resources, etc. Ports have zero interaction with invasions - there are no rules one way or another (aside from notional unit stuff). It is the hex that is invaded and it is the hex's relationship to sea areas that determines whether the hex can be invaded from sea areas or not. === If you and Patrice can work this out, with hopefully the involvement of others (Norman42, Brian Brian, and others: you know who you are), I will defer to your group consensus. Right now I am deep into the code for destroying units - the 27 different places in the sequence of play where that occurs. That requires/consumes most of my time and concentration.
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