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New algorithm creates accurate troop movement

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New algorithm creates accurate troop movement Empty New algorithm creates accurate troop movement

Post  Dr Ezra Sidran Tue Jul 12, 2016 3:44 pm

I never know where to post my announcements about the development of General Staff. If this is the wrong place, please let me know.

We've added slope weighting to our least weighted path algorithm. This creates realistic (and optimal) paths for units. A key feature in General Staff is the simplicity of giving orders to units. Just select the destination and the AI does the rest. Destinations can be selected by either clicking on the map or selecting a destination from a list of important objectives.

Link to post about this new AI is here.http://general-staff.com/slope-weight-added-to-least-weighted-path-calculations/.

A screen capture of a unit avoiding a hill:
New algorithm creates accurate troop movement LWPsSlopeAvoidance

Dr Ezra Sidran

Posts : 88
Join date : 2016-06-10

http://general-staff.com/

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Post  midgetmanifesto Wed Jul 13, 2016 4:05 am

I suppose the weighting of terrain changes by unit type (artillery vs cavalry vs infantry), so they have differing movement penalties by different terrain?

Nice to see the columns moving. Do they slowly transform their footprint into line? Or pivot? Or something else?
midgetmanifesto
midgetmanifesto

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New algorithm creates accurate troop movement Empty Movement

Post  Dr Ezra Sidran Wed Jul 13, 2016 1:35 pm

Below is a chart of the unit speeds that I'm using:

New algorithm creates accurate troop movement Unitsp10

Movement is currently in 1 minute increments. So unit's position (and wheeling, etc.) are displayed accordingly.

Dr Ezra Sidran

Posts : 88
Join date : 2016-06-10

http://general-staff.com/

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Post  WJPalmer Thu Jul 14, 2016 2:10 pm

I've posted a brief note about 'General Staff' over on the GCM website forum (a number of GCM'ers have cross-over interest in KS HITS and enhanced realistic play), with links back here and to the General Staff website.
http://www.norbsoftdev.net/forum/garniers-campaign-mod/73439-new-wargame-in-development-general-staff
WJPalmer
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Post  Dr Ezra Sidran Thu Jul 14, 2016 2:23 pm

Thanks for the cross-posting!

I'm very unfamiliar with the current computer wargame community.

Dr Ezra Sidran

Posts : 88
Join date : 2016-06-10

http://general-staff.com/

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Post  Uncle Billy Thu Jul 14, 2016 9:41 pm

I'm not convinced that cavalry could sustain those speeds for any length of time. Those would be speeds more commonly found during a charge. The same observation can also be made for the horse artillery.

Are you sure an elephant can outpace a horse?
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Post  Dr Ezra Sidran Thu Jul 14, 2016 9:49 pm

I would certainly be happy to change these values.

Frankly, I don't remember where I found them. The elephant speed does seem to fast, but then again, I don't have any scenarios with elephants so it hasn't come up, yet!

Dr Ezra Sidran

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http://general-staff.com/

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