View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002184 | AI War 1 / Classic | Suggestion - Campaign Management And Setup - Map Styles And Generation | Dec 27, 2010 7:52 pm | Jan 3, 2011 11:44 am | |
Reporter | Prezombie | Assigned To | keith.lamothe | ||
Status | closed | Resolution | no change required | ||
Product Version | 4.057 | ||||
Summary | 0002184: Map generation option: no overlapping wormhole routes. | ||||
Description | Especially on the larger maps, the galaxy's wormhole system is needlessly convoluted, making it hard for some to "read" the map. This difficulty adds nothing to the game that I can see, and I would gladly sacrifice the "realism" for a map that I can analyze with a glance. The subway map doesn't need to show the exact spacial relationships, why should a wormhole map feel the need to? | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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We've been over this one several times in the past :) 1) There is no general algorithm for "graph untangling", it's sometimes simply physically impossible. 2) There are some decent graph-untangling heuristics that can be used for some map types, and I've made a start on those before but found the effort involved in actual implementation in our specific environment to be way worse than the benefit gained. I instead went with providing tools for manual untangling, though those were only in a beta and have not been re-implemented since the Unity port. 3) The two map types in the Children of Neinzul expansion (Concentric Circles and X) were designed with ease-of-reading in mind. Granted, that's a separate purchase, but it is only $4 (actually, I think it's $2 on steam right now, but anyway). For what it's worth, the Light of the Spire expansion also has several easier-to-read map types. 4) The "simple" map type in the base game (the default one) is usually pretty good about not generating many overlapping lines. Anyway, hope that helps :) |
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Oh well. I do hope you continue with adding a manual planarity tool, I'd be using it a lot. :D |
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Ahh, if only more graph problems were not NP-Hard... |
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Well, it is relatively easy to check if planarity is possible, planarity is possible if and only if there isn't any instances of five nodes connected to each other, or two sets of three nodes, each connected to the opposite set. And there is always the ground-up method of building the galaxy. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 27, 2010 7:52 pm | Prezombie | New Issue | |
Dec 27, 2010 8:01 pm | keith.lamothe | Note Added: 0007115 | |
Dec 27, 2010 8:01 pm | keith.lamothe | Status | new => resolved |
Dec 27, 2010 8:01 pm | keith.lamothe | Resolution | open => no change required |
Dec 27, 2010 8:01 pm | keith.lamothe | Assigned To | => keith.lamothe |
Dec 27, 2010 8:21 pm | Prezombie | Note Added: 0007116 | |
Dec 27, 2010 9:01 pm | TechSY730 | Note Added: 0007120 | |
Dec 28, 2010 9:45 am | Prezombie | Note Added: 0007153 | |
Jan 3, 2011 11:44 am | Chris_McElligottPark | Status | resolved => closed |