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PostPosted: 14 Jan 2010, 09:33
by Krom
Yes, it's quite good.

Of course it can be optimized, e.g. compute 2 paths A-B and B-A and choose best (they may differ sometimes), add costs to certain tiles (maybe we'll try that in Remake to restrict serfs from walking busiest roads).

PostPosted: 17 Jan 2010, 13:02
by xzaz
You can also use Dijkstra, i thought that one has less pseudo code?

PostPosted: 17 Jan 2010, 13:34
by harold
It's slower, because it is not "smart". It does the same thing as A* without doing the thing that is the whole point of A* - trying to estimate which direction you should go in. So Dijkstra starts out by searching in every possible direction, so also in the opposite direction then where you want to go - sometimes that happens to be the actual path but usually not. The whole point of A* is trying to search in likely directions first.

PostPosted: 17 Jan 2010, 19:28
by Krom
Yep, taking into account that KaM maps are pretty open and usually best way means diagonal+straight moves :)

PostPosted: 20 Jan 2010, 01:55
by xzaz
Yep, taking into account that KaM maps are pretty open and usually best way means diagonal+straight moves :)
And with feeding troups just go on and don't mind the things that are in front of you.
Making a mess out out my troops :twisted:

PostPosted: 20 Jan 2010, 08:07
by Krom
Pathfinding does not includes units info, they are interacted (walked around or pushed) on encounter.

PostPosted: 20 Jan 2010, 08:40
by Lewin
Making a mess out out my troops :twisted:
I hope we can make this easier by inproving the troop moving and positioning system. I'd like to have a "lock" button that means troops will always regroup if bumped and this would be default while they are being fed so they continually reposition as they are being pushed around by the serfs. (or it could do it afterwards so serfs have right of way while feeding) Also improved interaction algorythms will means serfs cause less disruption.

PostPosted: 20 Jan 2010, 09:31
by Krom
By the way, we could add some kind of "Lock to stay in place" order to troops and then no other unit can move them except when serfs are bringing them food.

What do you think?

PostPosted: 21 Jan 2010, 00:19
by xzaz
mmm That would be a realy nice feature. :D

PostPosted: 09 Feb 2010, 22:21
by Krom
We are working on troops command now, next thing - fighting :)

PostPosted: 11 Feb 2010, 12:42
by Krom
11.02.2010
===============================================

Third KaM Remake Economy Demo is ready!

Link: http://krom.reveur.de/KAM_Remake/KaM_Remake_Economy_Demo_20100211.rar (use WinRAR to upack it)

Alternatively you could download just changed EXE from: http://code.google.com/p/castlesand/downloads/list

PostPosted: 11 Feb 2010, 14:40
by artanis
thanks but now surfs are stuck like normal game :?

PostPosted: 12 Feb 2010, 20:57
by Litude
Great work, this is some seriously amazing stuff you and Lewin have managed to achieve in a relatively short period of time. It just has all the makings of a great remake :wink:.
thanks but now surfs are stuck like normal game :?
And that's a good thing, as the aim is to clone the normal game. :)

PostPosted: 12 Feb 2010, 22:14
by FallenLeader
how do you mean they're stuck? and the aim is to make KaM better than normal game. :P better more features and less bugs.

PostPosted: 13 Feb 2010, 10:46
by The Dark Lord
Stuck as in 'can't walk through each other'? That's a good thing indeed. And I noticed they pass each other much, much faster than in the original KaM.