Friday, 28 October 2011
1000 loyal followers
Well, 688 actually but I got bored of pressing the spawn-a-serf cheat key! Even with all 688 pathing at once (which would almost never normally happen) the server only takes 5% of the CPU - not too shabby!
Tuesday, 18 October 2011
Community spirit
These 5 villages are all sharing labour between them depending on when the harvest is ready. Paths form automatically when the serfs use a route frequently and eventually (as in the village centres) paths become roads.
I've completely refactored the server (thank goodness for OOD!) so it runs more smoothly independent of the number of players logged on, and can be configured to run in real time. Though there's no theoretical limit on the maximum number of players, in reality a server on run-of-the-mill machine will start to chug a bit with more than 32 players. For the meantime I've limited it to 16 just to stay on the safe side.
In other news the armoury is now available to produce bows and swords and houses take food and produce new recruits for your armies.
I've completely refactored the server (thank goodness for OOD!) so it runs more smoothly independent of the number of players logged on, and can be configured to run in real time. Though there's no theoretical limit on the maximum number of players, in reality a server on run-of-the-mill machine will start to chug a bit with more than 32 players. For the meantime I've limited it to 16 just to stay on the safe side.
In other news the armoury is now available to produce bows and swords and houses take food and produce new recruits for your armies.
Monday, 10 October 2011
Saturday, 1 October 2011
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