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Sequencing those is non trivial keeping with one move per turn.


Each grid point just has sends armies in 1 to 4 directions per timestep. So you have to visit each occupied square once per time step.

What is the sequencing problem? It's just 4 bits per square (send armies N,S,E,W).


That was a game changer for me. Sadly it exposed a major bug. Queue up enough commands it seems and the game gets stuck. Happened 2 separate times now for me.


It's happened to me, but I don't think it has to do with the number.

The biggest problem, I think (not sure) is that queuing is client side so latency matters.




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