Originally Posted by
drone
As an old school programmer, the campaign map, with it's turn based action, reads like an exercise in data structures. There is nothing in real-time, everything is menu-based apart from the music. AI decisions, troop movement, battle results, incomes, etc. are computed during the end-year phase. The first step would be writing file parsers to read in the data files like the startpos, unit and build prod, LUK map, etc. Then you would need the campaign start menu (chose campaign, faction, difficulty, era), fill in the province/faction data and start points. Most of the campaign game mechanics are fairly well known, so the end-turn calculator would be easy. The GUI, campaign map graphics, unit and building menus add more complexity (user input always does), but again nothing is real-time. The AI decisions for recruitment, building, troop movement, and diplomacy would be the most difficult task, which is usually why the AI stinks in most strategic video games.
The battle map, egads. I don't even want to think about that.
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