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{LD}Firestorm

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dermeister said:
Haha, let's do this.

Take 2 provinces. Province A is the origin of attack. Province B is the conquered province.

Both have bounding boxes. Average the bounding box to a single point for each province. Then determine the vector between the 2 points.

When province B is conquered, shift a texture of the color of the owner of province A along the vector above province B until it overtakes it, and then swap the color to represent the new controller.

wilcoxchar said Paradox would have to program this mechanism 10 000 times because there are 10 000 provinces.

Anybody with even the most rudimentary knowledge of programming would understand that this mechanism would only have to be programmed one.

My analogy is perfectly correct.

Edit: adhering to the Emu's command.

So places liek Bastogne, how would you calculate it. Lets say You hold the middle as America, Germany is attacking from 3 provicnes, one to the east, north and south of you. Now you've gotta calculate where it all lies, and spend time making this type of new system work. You would have to take into account each province that a provicne borders (which will be done anyway), but have to program in a point on each province on how this should be done. Now what if you have Germany and Italy fighting a province owned by France? Now you've got green, for Italy, Blue for France, Grey for Germany, calculating what % each country gets for based on how much they own. Airborne troops, how would you calculate where they are attacking from? Technically it is from above, so they cant own any part of the region really.

I never said you'd have to calculate different battle for 10,000 different regions, but you would have to set up the proper variables for 10,000 different regions, most of which have been probably already set, do to the fact they started on the map first it seems.
And for such small provinces (shown on the map) that would be blocked by unit icons anyway, what would be the point of all this extra programming? A 3 color system would be better, but I'm fine with the way hoi2 works currently in reguards to this matter.
 

dermeister

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{LD}Firestorm said:
So places liek Bastogne, how would you calculate it. Lets say You hold the middle as America, Germany is attacking from 3 provicnes, one to the east, north and south of you. Now you've gotta calculate where it all lies, and spend time making this type of new system work. You would have to take into account each province that a provicne borders (which will be done anyway), but have to program in a point on each province on how this should be done. Now what if you have Germany and Italy fighting a province owned by France? Now you've got green, for Italy, Blue for France, Grey for Germany, calculating what % each country gets for based on how much they own. Airborne troops, how would you calculate where they are attacking from? Technically it is from above, so they cant own any part of the region really.

I never said you'd have to calculate different battle for 10,000 different regions, but you would have to set up the proper variables for 10,000 different regions, most of which have been probably already set, do to the fact they started on the map first it seems.
And for such small provinces (shown on the map) that would be blocked by unit icons anyway, what would be the point of all this extra programming? A 3 color system would be better, but I'm fine with the way hoi2 works currently in reguards to this matter.

The magnitude (battle-balance) is already calculated in HOI2, simply use that.

As for the multiple direction attack, the same system applies. Use dynamically calculated vectors between provinces to determine direction of the shifting texture. Overlay them all.

So for bastogne, an attack from North South East gives all those sides closing in at once.

For air, simply use a circle effect from the centre of the province where circle diameter(d)=0 when battle progress =0 and d=max_length of the province bounds when progress = 100.

This is all calculated dynamically and takes very little in terms of cycles (these are highly trivial calculations).

It's not "all this extra programming", it's very trivial to implement. You could write up pseudo-code (who knows what Pdox is using) for the whole thing in a matter of minutes.

There are NO special variables to set for every province. This uses already available information (coords of the prov / bounding box) and is done on the fly for any case.

You can argue for your street-light color system (which I don't find appealing at all), but don't do so on the basis that the progressive color spread idea being unworkable - it's a losing argument.

Make your aesthetic argument on the basis of aesthetics, not some canard.
 

CaptainCleanoff

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GS_Guderian said:
I rather have weather effects & Terrain on one map.

I always hate to switch between those two, to find out if it´s raining, snowing or not, withOUT having to scroll over a province.

Same. I really hope they work on a highly detailed map with weather indications and terrain detail, would be much easier to visualise. Also, perhaps something indicating level of infrastructure, like map detail showing various levels of roads/rail etc.

Maybe an overlay instead of a switch in map to show level of partisan activity that increases in colour depth (very light shade of red through to very dark red) to indicate level of unrest?
 

Modestus

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