CaptainLost
Oberleutnant
I noticed that the attributes for plots have been scrunched down as much as possible (changing 'int' to 'short' and so on), and I assume the goal there is to save memory.
So I have a question about a mod I recently designed. I have added an array for each tile that will hold every EventTriggerType added to the game, and an int. The idea is that tiles can gain points (hence the int) toward event triggers over time, and when reaching a certain threshold, activate the trigger; the system makes all sorts of seasons, disasters, and etc. mods very easy to do using only xml.
Problem is the way ListEnumMaps are initialized, each tile's array will always include ALL the EventTriggerTypes in the game. I plan on using EventTriggers for other similar systems not tied to plots, and there will likely be hundreds of those, with only 8 to a couple dozen triggers that plots have to care about.
I don't think lag between turns will be a huge issue because ListEnumMaps skip non-default values and I can switch any non-tile-specific row in the array to default. IMO looping through 8-24 * (number of tiles) stuff every turn is really not that much considering all the other stuff the game loops through each turn, though I may be wrong.
But, the memory issue...how bad will it be to fill every single tile with an array of hundreds of rows?? Game-breaking?
So I have a question about a mod I recently designed. I have added an array for each tile that will hold every EventTriggerType added to the game, and an int. The idea is that tiles can gain points (hence the int) toward event triggers over time, and when reaching a certain threshold, activate the trigger; the system makes all sorts of seasons, disasters, and etc. mods very easy to do using only xml.
Problem is the way ListEnumMaps are initialized, each tile's array will always include ALL the EventTriggerTypes in the game. I plan on using EventTriggers for other similar systems not tied to plots, and there will likely be hundreds of those, with only 8 to a couple dozen triggers that plots have to care about.
I don't think lag between turns will be a huge issue because ListEnumMaps skip non-default values and I can switch any non-tile-specific row in the array to default. IMO looping through 8-24 * (number of tiles) stuff every turn is really not that much considering all the other stuff the game loops through each turn, though I may be wrong.
But, the memory issue...how bad will it be to fill every single tile with an array of hundreds of rows?? Game-breaking?