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#1 |
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Administrator
Join Date: Jun 2005
Posts: 2,328
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For the next few hours (hopefully), I'm going to be writing the code necessary for time-based army movements. If you see any bugs, hang tight until I post again. Wish me luck - this is a lot of math!
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#2 |
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Senior Member
Join Date: Jul 2005
Posts: 459
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Are we going to see pup tents in the middle of the Atlantic?!
One can only hope! ;-D |
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#3 | |
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Administrator
Join Date: Jun 2005
Posts: 2,328
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Quote:
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#4 |
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Senior Member
Join Date: Jul 2005
Posts: 459
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Not only is that good wit if your antecedent is my second sentence, it's good wit for leaving one in doubt about which. Sir, you merit my cordial approbation!
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#5 |
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Administrator
Join Date: Jun 2005
Posts: 2,328
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Ok, time-based movement is done. Sort of. I'm sure there are bugs to work out, and there are many features to be added, but the basic idea is in place.
Notes: - If you move to a city that you own (or to your home base), the army will automatically move it and join that city. - If you move to a city that is owned by someone else or is unoccupied, the army will move to the outskirts of town. - You cannot occupy a city or attack it unless your army is already sitting in position just outside of town. - Currently, you cannot attack other home bases, as I haven't built in movement to those yet. - You can assign a new destination at any point and it will start from where it currently is and head off to the new location. - The map will show a pup tent wherever an army is, along with a trail behind it to show where it came from. This trail is reset any time a new movement is initiated. - Armies do not recognize water, other armies, other home bases, or other cities. Picture them in jets, high above everything on their way to their destination. That's about it. I have to run out for a bit, but I'll get cracking on the bugs when I get back. I'll be adding a lot more information (especially on the map) with details about each army. |
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#6 |
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Administrator
Join Date: Jun 2005
Posts: 2,328
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Two more notes:
- You can no longer choose to "abandon" a city. If you move the last army out of it, it becomes unoccupied. - Army locations are updated every five minutes (in the same script that updates oil output). |
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