Somebody613
Emperor
- Joined
- Nov 18, 2019
- Messages
- 1,657
@Thunderbrd
Yeah, well, this is exactly why "units with cultures" clash with "culturally unique units" in my view - they represent the exactly opposite concepts "type"-wise.
"Unique" units are born unique and never change, while "culture carrier" units are born basic and... also never change, lol.
Which is plain weird to me, or at least not how I'd like them to work.
That being some way of "real time cultural influence", which is still "confusing" anyways.
Of course, that's just ME, lol.
I realized I was wrong about "not real time maps", though.
They are real time in the sense that:
1. You need to know where to teleport TO, and whether you even CAN.
2. AI needs to know that as well, which is much worse.
3. Unit movement and city building are happening at all "layers" simultaneously (turn-wise).
Thus, all those processes need to be synchronized even when you personally DON'T do anything beyond just one of the maps this turn.
There's still stuff going on by itself out there - and that needs to be addressed on a turn basis.
Pity, really.
Side idea, which may or may not be stupid.
If you somehow managed to make map SIZE changeable during a running game, you could use viewports for "map layers" that are instead just portions of the ONE SINGLE meta-map.
Though, if you'd eliminate the concept of ADDING maps during the game (as in, DON'T allow "random planet discovery", which would be a huge pity), this becomes much more easy to do.
Say, make exactly a map like a current Space map, but with each portion ("layer") of it Gigantic-sized (or anything that you need, obviously), then just "cut it up" with viewports.
We already see something quite similar to it in the mini-map, even without Space - you see only the part of the map that is "currently relevant".
So, apply the same concept to the actual map as well - and you can have "map layers" that in fact are just "pieces of the same map", but "cut up" via viewports.
The downside of this is that you'd have a FIXED number of "partial maps", since it's not multi-map, but multi-cut-map.
But as a starting point, I think this would be good enough, if you make enough "map layers" that are themselves big and detailed enough.
The real problem here is, duh, MEMORY.
Yeah, well, this is exactly why "units with cultures" clash with "culturally unique units" in my view - they represent the exactly opposite concepts "type"-wise.
"Unique" units are born unique and never change, while "culture carrier" units are born basic and... also never change, lol.
Which is plain weird to me, or at least not how I'd like them to work.
That being some way of "real time cultural influence", which is still "confusing" anyways.
Of course, that's just ME, lol.
I realized I was wrong about "not real time maps", though.
They are real time in the sense that:
1. You need to know where to teleport TO, and whether you even CAN.
2. AI needs to know that as well, which is much worse.
3. Unit movement and city building are happening at all "layers" simultaneously (turn-wise).
Thus, all those processes need to be synchronized even when you personally DON'T do anything beyond just one of the maps this turn.
There's still stuff going on by itself out there - and that needs to be addressed on a turn basis.
Pity, really.
Side idea, which may or may not be stupid.
If you somehow managed to make map SIZE changeable during a running game, you could use viewports for "map layers" that are instead just portions of the ONE SINGLE meta-map.
Though, if you'd eliminate the concept of ADDING maps during the game (as in, DON'T allow "random planet discovery", which would be a huge pity), this becomes much more easy to do.
Say, make exactly a map like a current Space map, but with each portion ("layer") of it Gigantic-sized (or anything that you need, obviously), then just "cut it up" with viewports.
We already see something quite similar to it in the mini-map, even without Space - you see only the part of the map that is "currently relevant".
So, apply the same concept to the actual map as well - and you can have "map layers" that in fact are just "pieces of the same map", but "cut up" via viewports.
The downside of this is that you'd have a FIXED number of "partial maps", since it's not multi-map, but multi-cut-map.
But as a starting point, I think this would be good enough, if you make enough "map layers" that are themselves big and detailed enough.
The real problem here is, duh, MEMORY.