From: <wak...@ea...> - 2005-07-19 23:46:06
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> But I was flatly ignored, and I have come to understand that this was > probably deserved because (1) it is a lot more complex to have to calculate > the upgrades than to know them beforehand, and (2) there are pretty many > exceptions. Ok. Makes perfect sense to me. We'll do the manual tile upgrade definitions then. > Not sure if we really need Hex and BattleHex as > separate entities, as BattleHex is the only subclass of Hex. The only reason I can see is to maintain a "clean" hierarchy and allow Hex to be a very primitive entitiy. > I can't think of much more. The rest will most likely be in Tile. > Tile would be a separate class hierarchy (if a hierarchy at all). Tile should probably extend from BattleHex as a subclass. The main benefit is inheriting some of the existing methods like detecting and establishing neighboring hexes. > But don't be fooled to think that I'm a very experienced player. > I've actually played 10 of these games, of which 3 only twice and 3 only > once. > Most experience I have with 1830 and 18EU. I'm in the same place. I've played a whole lot of 1830, played 1870 a handful of times, 1856 two or three times, and 2038 once. > The idea was that v1.0 should include 1830 in any case, > so for that you already have to turn by 90 degrees..... Ah well. I'll start looking into it. > Nevertheless I think that changing familiar hex names will be confusing > (some of the 1830 ones I know by heart, even if I have never played PBEM!). I definitely agree with you. Perhaps having it as a property in the XML, like TileNumber, and just rendering it when we get to that point? > Bear with me, I have the bad habit that I'm often looking ahead too far > or take too many steps at once.... > And you may sense that I'm not too afraid of complexities. > No problem to leave those to me. I don't mind at all. As long as you'll let me help prioritize which steps we do first, I think we've got a great system going. :-) ---Brett |