| 07-22-2009, 02:32 PM | #1 |
So, many of you know about Unit Properties which uses Pow2. However there is also a similar system made by Earth-Fury which uses Pow10. I've been watching a thread in which people throw arguments as knifes to each other and try to get reason over the better Pow ... but I don't understand the implications and I can't join the discussion ... so which Pow is the best in your opinion and why? |
| 07-22-2009, 03:37 PM | #2 |
if Applying an ability takes nothing more than setting the level of the ability for a specific unit, then id use Pow5, else, id use Pow2. Why Pow5? Because SLKs dont support more than 4 levels, yet the loss in efficiency over Pow10 is negligible. Why Pow2? Because its an easy algorithm and it requires the least object editor work. Besides, who claims BonusMod works with Pow10? Thats bullshit, its using Pow2. |
| 07-22-2009, 03:40 PM | #3 |
I'm going with binary bit flagging, it's elegant. |
| 07-22-2009, 04:50 PM | #4 |
dont use pow at all. you can build up linked array and precalculate values, soo you will always know pow2 of 92 by pow2_data_array[92] THis also allow you to calculate pows outside wc3 (excell will be best for this since you can import this data as SLK later) |
| 07-22-2009, 05:10 PM | #5 | |
Quote:
He's asking about the UnitProperties' algorithm on modifying unit's properties, the ability's data is configured using the power of two, so there's no need to calculate. He's asking which approach would be preferrable, a base 10 or base 2 bitflaging. |
| 07-22-2009, 07:25 PM | #6 |
MMmmm, so both Bonus mod and UP use Pow2 !? It seems I was bad informed. Which system is the best ? |
