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suliman

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  1. Yes the key is probably something like that: make conquest two parts. First destroy the defending fleet, then you need to deploy ground troops to disable shields/ conquer cities and kill of garrisons. Simply put: don't allow fleets to do "everything" required to expand your empire.
  2. Nope just planning the game for now. How is it sterile? It strikes me as more flexible than the two major series I mentioned (stronghold and anno), and those games work fine. The idea is that complexity allows for bigger cities. Other things like access to better roads can also give increased pop cap (and as the other things, the ratio of how many have access to it will determine the pop cap bonus).
  3. I can only agree with RidName. Why would I play this game over any other typical ww2 shooter? It sound A LOT like call of duty. Such games are also highly dependant on polish to be enjoyful. You need a big experienced team (since it's both 3d and online) and a lot of money. And such games fail all the time even IF they have a big experienced team and a nice budget. There is a reason indie studios often stay away from the genre, they just end up boring if not done just right. As you seem to be quite new to game development, mod another game or come up with a scope you can actually pull off (I assume you are alone in this project). If you are completely new, complete (not only start) at LEAST a couple of 2d games before starting one in 3d or you'll just be frustrated and not complete it.
  4. Hi Im planning a medieval city builder / sim inspired by the stronghold, banished and anno series. For population growth a common mechanics is either you need to maintain positive "happiness" (stronghold series) or you supply more and more goods/services to get higher level inhabitants (anno series). You also need houses but that's basically a given. An idea i have: You have a pop cap initially. To raise it you need to add goods/services but you choose what and in what order. Then the % of the population who has access to these goods/services determines your city's increased pop cap, the info screen for it could look something like: Base pop cap 20 Ale (53 %) +5 cap Religion (21%) +2 cap Pottery (100%) +10 cap Food variety ( 3 types) +6 cap Total pop cap: 43 What do you think? The idea is to let the player have more freedom in how he/she develops the city depending on the map resources and other factors such as climate.
  5. Im doing a near future global wargame where factions are fighting for control of towns and cities on a world map. I need cities to be reduced in population (from 10k to 1M inhabitants) with most old famous cities like London and New York abandoned and new empires replacing old nations like the UK and China. New empires will be affected by old populations and cultures but new religions may have risen. A region like Europe will at the start of the game have around 10 settlements only; armies move around on a global scale and each turn constitutes a season (3 months). My first idea is to have the AI:s gone bananas and tried to wipe out humanity. Releasing all nukes, spreading nanoplagues, wiping out power grids etc. This would explain why much of the old infrastructure is gone (i want the player to rebuild structures in the settlements he/she conquers). Around 10-15% of the world population survives the chaos and slowly starts to gather in some few safer settlements (this is when the game starts). Any comments on this idea? Any other idea that might be cool for the setting i need the world to be in? Thanks! Erik
  6. If i run the game exe with compatibility mode for windows 7 ticked the error is no longer present! Yay! Any way to set up visual studio 2013 so it launched the compiled exe (both for debug and release builds) in this compatibility mode (win 7)? To clearify; it works when launched from the file explorer after right-clicking and ticking the win 7 mode, I want this when running the exe from "within" visual studio 2013. Thanks for your help Erik
  7. Anyone? Ive changed some stuff but still thinks the icons are not very clear. Is it not possible to better mix a background photo and icons? Noone has any idea or tip? Thanks Erik
  8. No i will simply leave all non-POD members out of the save/load range. They will not contribute to any broken data then as far as i understand. And as I said, I dont see any viable alternative.
  9. I wasn't aware of the issue until now and now I know what members that need special handling (manual save/load). If there is a good alternative I would go for it, but right now, saving and loading each member manually is simply a "no go" for me (I would have to remake both save and load functions each time I add or change a member to any of the classes that needs to be saved/loaded to disk, which is basically all the time). And those save/load functions would be monsters to begin with (my town class has 87 members at the moment, all of them PODS).
  10. I finally found it! Thanks for your help guys! Simple custom classes (that include only PODs even if its in many layers) can be saved/loaded fine with my "load/save-section" defines. The problem is a single member: std::vector<void*> path; that I use for pathfinding. If i move that one out of the save/load range it works fine. So it's because it's not a POD? I already handle this one manually after a load but anyway to avoid the debug assertion failure? My point is it's easiler to save that class in it's entierty and then deal with the few unique members that isn't safely saved/loaded.
  11. ive deleted old files so im not mixing 2008 and 2013 versions at all. On another note; how would you save/load such structures of game objects as armies, towns, units etc. Each one litteraly has up to 60-70 members containing data about them. I cannot manually save/load each member right? This "section"-save/load is sketchy i know, but up until now i havent had any problem with it.
  12. They do contain custom classes but those contain only PODS (chars, int etc). Could it be the problem? I have around 40 members between startSave and endSave (so saving and loading each one manually is not a good idea...) and this has worked fine until i updated from visual studio 2008 to 2013. Could it be that the old version didnt care about the potential problems of this method?
  13. Ive narrowed it down but im still stuck. It's these sections below that causes the debug assertion failure. It triggers when i try to clear the list after it has been populated with armies from disk. Save armies to disk saveNum(armyList); loop2(army, armyList) fileSave(uu); endLoop Load armies from disk loadNum for (int ii = 0; ii < num; ii++){ armyList.push_back(army()); army * uu = &armyList.back(); fileLoad(theNewArmy); } Defines used in these sections (these work fine in many other places so i dont think the problem is here): #define saveNum(myList) num = myList.size(); fwrite( &num, sizeof(num), 1, f); #define loadNum fread( &num, sizeof(num),1,f); #define fileSave2(item) fwrite(&item.startSave,1,&item.endSave-&item.startSave,f); #define fileLoad2(item) fread( &item.startSave, 1,&item.endSave-&item.startSave, f); #define loop2(classType,myList) \ {std::list<classType>::iterator it; \ for ( it = myList.begin(); it != myList.end(); ++it ){ \ classType * uu=&(*it); I'm aware that these save/load defines are not safe (will indead crash) when I change the content of the class saved, but thats fine for now.
  14. Ah sorry! The problem remains even if I comment out everything except "delete u;" The pointer seems to be valid though. I can check its members and those are intact. Can it be that it checks the iterator inside of army when I delete it? And it complains that it's somehow corrupted? And can I then "uncorrupt" the iterator? In the long run i will remove it entierly from the army class, but i would like to solve this first.
  15. Im still confused. I dropped the use of iterators inside the army itself, like so: void world::deleteArmy(army * u){ std::list<army *>::iterator it; for ( it = armyList.begin(); it != armyList.end(); ++it ){ army * uu=*it; if (uu->id == u->id){ armyList.erase(it); break; } } delete u; } This still gives me debug assertion failure on the "delete u;" row. Im not using the stored iterators anymore, what could be the problem? It happens only when trying to delete an army that i restored from a savefile, but i though the error lied in corrupted iterators. Or could that still cause the problem even if i dont use those for deletion? (i use the iterator from looping though the list as seen above).