Nevertheless, this rule admits arbitrary exceptions for gameplay reasons. After some jokes among the team, this rule became known in our team as the Holy Rule. Each time where a province had borders with seven or more other provinces, we suppressed extra connections, either on geographical grounds (major obstacles such as mountains, escarpments, lakes.) or by redrawing it slightly to make the absence of connection "visually acceptable". Second, given that military artificial intelligence may have trouble with handling fronts with too many connections (that is, when attackers could come from too much sides), it was decided that no province would have more than six connections with its neighboring provinces. It was soon discovered that only the actual number of province IDs used had influence on game performance, which allowed us to put the province number limit to 10,000 (or even higher for future modders' use) as well as to suppress all other limits regarding map modding. After many discussions during the preliminary phases of map development, three major specifications were established.įirst, in order to keep consistent with the massive improvements made by Martin with game speed, it was agreed to keep the overall number of provinces below 3,000. The first issue that we dealt with was to establish specifications that would make sure that our map would not completely break the game balance, especially regarding artificial intelligence capabilities. Knowing the community's (and our own) fondness for historical realism, and at the same time the needs of the Europa engine to provide an enjoyable game, we had to resolve the same dilemma with the map. The basic problem with game design is to find the best compromise between simplicity and realism. It is Monday, and as promised, we are going to reveal a little more about Darkest Hour.īut let us start with a few words from Eric 'Eginhard' who defined most of the concepts of the main map (used in the grand campaigns).
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