Welcome to the new Sinister Design forums!
Started by CraigStern, June 05, 2016, 05:39:11 PM
<Condition>Set Army Alliance,1,Ambuur Zaris</Condition> <Condition>Set Army Alliance,2,Ambuur Zaris</Condition>
<Condition>Set Army Alliance,1,2</Condition>
Quote from: CraigStern on March 17, 2017, 02:03:25 PMThis way, armies can belong to multiple different alliances with different members.
Quote from: CraigStern on January 19, 2017, 03:23:42 PMAt the start of a player's turn, the game now finds the average of all coordinates for characters on that player's army, finds all such characters within 6 spaces of there, and then pans to the coordinates closest to the average of those characters' coordinates. (In short, it pans to a group of characters that are close to the average point of all characters in the army.) If the game can't find such a group (i.e. because the units are spread out exclusively in various far-flung corners of the map), it just picks the first character in that player's roster and pans over to him or her.
Quote from: bugfartboy on March 17, 2017, 05:52:26 PMWhat would happen if an army were allied with both sides of two opposing armies? e.g. 1 is allied with 2, but not 3, and 3 is allied with 2 but not 1. Would 2 be ambivalent to the existence of both armies, or would it work to heal/boost both armies, while refusing to attack either of them?
Quote from: Ertxiem on March 20, 2017, 05:57:40 PMI was reading older posts here and I thought about a suggestion to an alternative way of selecting the initial point to look at.Averages sometimes behave in unexpected ways. E.g., if you have your army split in two similar sized groups, the average position would lie in no man's land. If one of the groups is rather scattered, it may happen that the camera will focus on a lonely character.An alternative would be to pan on the character that has the most units (allies, or allies + enemies) in a neighbourhood (say a square of a given size centred in that character).