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Features in General Staff

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Features in General Staff

Post  Dr Ezra Sidran on Fri Dec 23, 2016 5:37 pm

Post about the features in General Staff including map, army and scenario design:http://general-staff.com/general-staff-features/.


Dr Ezra Sidran

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http://general-staff.com/

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Re: Features in General Staff

Post  Martin on Sat Dec 24, 2016 3:38 pm

Thanks for posting, Ezra. Am following this with interest.

Can you please explain the pros and cons, as you see them, for creating a flat or hierarchical data structure for armies?

Martin (J)

Martin

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Hierarchical vs flat army data structures

Post  Dr Ezra Sidran on Sat Dec 24, 2016 4:28 pm

The biggest advantage to using a hierarchical army structure is that the user can give higher level commands (e.g. "III Corps advance towards X") and not worry about the routes of the individual units (obviously the quality of the routes would depend on the quality of the AI see http://general-staff.com/tag/pathfinding/).

The advantage of a flat army structure is that units are just units and can be mixed and matched during battle as you please. You want to detach a unit from the left flank and send it to the middle? No problem.

From a programming perspective I suppose a flat army structure is simpler. But I've written code for both.

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http://general-staff.com/

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Re: Features in General Staff

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