why does ai and player NOT have shared index? - Page 2

why does ai and player NOT have shared index?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: why does ai and player NOT have shared index?

Post by smoth »

so in your opinion I should not care about commander share?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: why does ai and player NOT have shared index?

Post by knorke »

As said would store all stats per teamID and only care about comshare when the stats get displayed.
Like instead of "Prorusher" have it display "Prorusher & Mastakillah" as title over stats graph or whatever.
That way you can finish everything 99% and just at end when bored can change teamIDToPlayername into teamIDToPlayersname
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: why does ai and player NOT have shared index?

Post by smoth »

it isn't JUST for player stats, that is one example. I need it for my color scheme settings as well as xp and a few other things down the road.
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PepeAmpere
Posts: 591
Joined: 03 Jun 2010, 01:28

Re: why does ai and player NOT have shared index?

Post by PepeAmpere »

smoth wrote:so in your opinion I should not care about commander share?
I think its correct way, I would ignore shared command because of reasons i listed above.

In current games it has no sense (shared eco, commands conflict interpreation, etc.) and in hypotetical new game aiming to this style of play i still would prefere teams + alliances (in spring meaning) for constucting game mechanics, not players + teams (in spring meaning).
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