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    Ancient Empires: 222 BC

    Scheduled Pinned Locked Moved Maps & Mods
    265 Posts 8 Posters 228.6k Views 7 Watching
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    • N Offline
      Name @Cernel
      last edited by

      @Cernel This is 87.5% at 50% zoom.
      0c1c93da-3901-448b-b505-61eed584879d-εικόνα.png

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      • C Offline
        Cernel Moderators @Name
        last edited by Cernel

        @Name Go for 100%. Let people use that zoom. If you really want to, tell the players in notes that they should go zooming the map, and give your favourite zoom level. Also, the pre-release has a better zoom, thanks to @RoiEX. I don't know if you are using the stable or 2.0.

        Of course, the matter should also be decided, or rather mostly be decided, on how much placements you are getting, as the bigger the units the less of them you can feasibly pack inside the same space.

        I think those units at 100% are fine, but, then, you have to make the map as big as you feel it is giving a reasonable quantity of space for placements, unless you prefer going with overflow in all cases, with a single placement per territory only everywhere (that would allow you having a sequential listing, instead of something looking like a set, that may be more readable, though I'm not the fan of overflow lining myself).

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        • N Offline
          Name @Cernel
          last edited by

          @Cernel I guess 100% with careful use of placements (I won't go with straight lines) should be ok. Looks good at 75% zoom, not so much at 66% (I'm using the stable release).

          HeppsH 1 Reply Last reply Reply Quote 0
          • HeppsH Offline
            Hepps Moderators @Name
            last edited by

            @Name I would recommend scaling the units at 75% - 87% so you get more placements per territory and then leave the map display at 100%. Then you can recommend to people to use a different zoom while playing.

            "A joyous heart sours with the burden of expectation"
            Hepster

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            • N Offline
              Name @Hepps
              last edited by

              @Hepps To me that looks fine, even with default zoom (100%). Though I can see the value of viewing more of the map at once. But Cernel got me thinking about higher resolutions. Forcing people to smaller units in that case seems suboptimal. But I might not be getting everything right, this is one more new field of discussion for me.

              redrumR 1 Reply Last reply Reply Quote 0
              • redrumR Offline
                redrum Admin @Name
                last edited by

                @Name So as @Cernel mentions the ideal situation is you keep units at 100% though given your map size, I think you'll struggle with having adequate placements in many of the smaller territories. So unless you want to actually make the map larger, I'd agree with @Hepps that something around 75-87.5% is probably gonna be better.

                Taking a look at some other existing maps might help. Many of them have honestly done a pretty poor job and Civil War is an example of one that is mechanically a great map but very difficult for many people to play as the units and territories are so small. On the other hand, TWW did a pretty good job around this as units and territories are a pretty good size and allowed for a good number of placements in most territories.

                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                • N Offline
                  Name @redrum
                  last edited by Name

                  @redrum I'd like to enlarge the map, with focus on some aspects I neglected to a degree (placement space, line shape/size, island size and there's probably some other thing I'd come across after a lot of work:p). My main issue (and one of the reasons why I cut a bit of the south and east) is that it was getting laggy - almost unbearable - in the map editing utilities, even with 6GB allowed ram.

                  So if I don't go that way, and with the varied pros and cons discussed here, I'm not sure yet if it's going to be 87.5 or 100%. I think I could manage the later with extra units extending to the generally larger sea regions and using lines both to the left and right accordingly. Not matter what units won't be that small like in Civil War.

                  Whatever extra advice regarding the map, unit size and related issues is very welcome, before I go deeply into it.

                  redrumR 1 Reply Last reply Reply Quote 0
                  • redrumR Offline
                    redrum Admin @Name
                    last edited by

                    @Name Interesting. I'm not a map/graphics expert so I'd defer to folks like @Hepps @Frostion as they probably have more insight into these things.

                    I can try to take a look at improving performance of the map utilities though if that is becoming a limiting factor. Though I'd need a bit more detail and probably the image you are working with so I can try to reproduce it.

                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                    • HeppsH Offline
                      Hepps Moderators
                      last edited by Hepps

                      It really is difficult to say exactly what is best for your needs at this point because a great deal depends on how many actual unit placements you will need on average for most territories. So I'm not sure whether the examples you have are the exact number of unit types that might actually be in any given territory during the course of the game.

                      "A joyous heart sours with the burden of expectation"
                      Hepster

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                      • N Offline
                        Name
                        last edited by Name

                        @redrum I guess you'd need the enlarged image to do that (though the current one is also laggy in things like the placement picker). In my limited experience something like 10k pixels wide is fine, 15k bareable, 20k really problematic (depending on height as well, but assuming a 4/2-ish ratio).

                        @Hepps I'd say it's going to be like 3-7 slots for structures and on top of that 7-9 land unit types per player (plus any extra allied or enemy armies). So in really odd cases it could reach a scary 30 or even 50+ present unit types in a territory (experienced players could do a better guess than me I think).

                        If I end up redoing the map, it would have to be over 22000-ish pixels wide for a meaningful change. I'm not at the right computer now, but I think my current map is about 19 x 9k.

                        Another consideration is the faster way to get good looking borders. So far my efforts have been with editing paintable territory maps for strategy games or their mods, as it provided a good starting point and often almost ready borders. Then copy-pasting bits of the lines to move them around as desired, or deleting smaller, in-between territories. The stroke tool in Gimp is also a bit laggy with such map sizes, and without great results, so I'm eager for related advice as well.

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                        • C Offline
                          Cernel Moderators @Name
                          last edited by

                          @Name Have 100% units zoom and go for double dimensions then what you have now by doubling all coordinates in the various txt files with excel. And any time you have to do anything, just use the 50% map, then double what you obtain with excel. That way you will go around the limits. Just keep in your map both the doubled files and the original, in case you have to retake the originals for modifications (then doubling again).

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                          • C Offline
                            Cernel Moderators @Cernel
                            last edited by

                            @Cernel In this case, use units at 50% zoom when you are making the placements, of course (that way, once you double, the coordinates will be fit for 100%).

                            N 1 Reply Last reply Reply Quote 0
                            • N Offline
                              Name @Cernel
                              last edited by

                              @Cernel That's interesting but such levels of extra work would be a serious drain on my motivation. I'd rather reduce something in the scope (number of territories, structures or covered region), reduce the icon size or just enlarge the map and deal with lag (until completion or until redrum updates the utilities). Btw I wonder if it would be a good idea as solution to allow the game even more ram than 6 GB (out of 12 in total).

                              redrumR 1 Reply Last reply Reply Quote 0
                              • redrumR Offline
                                redrum Admin @Name
                                last edited by

                                @Name Assuming you are on windows 10 with 12GB and not much else open, you should be fine to push it up to at least 8 GB maybe even 10 GB. Whether that helps, I'm not sure as depends if the slowness is due to memory swapping or if there are certain computations that run that need further optimized and its more of a CPU bottleneck.

                                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                                • N Offline
                                  Name @redrum
                                  last edited by

                                  @redrum windows 7 and I'll test that.

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                                  • N Offline
                                    Name
                                    last edited by Name

                                    Starting clear from a wiki image. Enlarging islands to a size where the even smallest region should fit 10 units at 100% scale, when the image gets to full, x5 size (22400x11200p). Should i got even larger?
                                    facf76df-281e-4e3e-b46a-6772632aae87-εικόνα.png

                                    Edit: @redrum with 9GB ram allowed, my old map (19000 x 9000) runs significantly smoother in the placement picker, and that's with firefox, gimp and a couple of minor programs open.

                                    HeppsH redrumR 2 Replies Last reply Reply Quote 1
                                    • HeppsH Offline
                                      Hepps Moderators @Name
                                      last edited by Hepps

                                      @Name Here is an example of your Spartan Capital at the sizing you had initially posted.

                                      Placements.png

                                      When I did this it appeared your unit size was 36 pixel by 36 pixel.

                                      "A joyous heart sours with the burden of expectation"
                                      Hepster

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                                      • N Offline
                                        Name @Hepps
                                        last edited by

                                        @Hepps Units are 48x48, but I was using a smaller scale for that pic, not sure which one, but 75 makes sense with your dimensions. Mid sized territories like Sparta should be fine anyway, issue was with small and really small ones.

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                                        • redrumR Offline
                                          redrum Admin @Name
                                          last edited by redrum

                                          @Name Good to know. So that would indicate the limiting factor is ram and probably needing enough so that your map can all be held in memory and avoid swapping which is probably what can cause the slowness. Luckily these days most PCs have 12-16 GB so can handle editing that size of map then. The other obvious question is when you actually run a fully implemented map at that size, how it would run and how much memory it would potentially need. The engine does break the map into tiles when running an actual game so it should be a little more forgiving with memory than the map utilities.

                                          I'd say that probably a good size and as @Hepps shows if you are creative with placements and pack them in then you should be able to get a pretty good number even in smaller territories. Best thing to do would be take a few of the smaller territories and show how placements would look like @Hepps example (though using 48x48 instead). Usually islands need less as they usually don't have as many units so wouldn't worry as much about those (plus they are easier to just make larger if necessary).

                                          @Hepps Out of curiousity, what size is GD?

                                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                                          • HeppsH Offline
                                            Hepps Moderators @redrum
                                            last edited by

                                            @redrum said in Ancient Empires: 222 BC:

                                            @Hepps Out of curiousity, what size is GD?

                                            35000 x 12528

                                            "A joyous heart sours with the burden of expectation"
                                            Hepster

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