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yairm210 avatar yairm210 commented on June 29, 2024

A. Not a bug, this is a feature request
B. "Take base unit image" sets us into a whole host of complications, in terms if priorities of image locations. This is by no means an easy fix

My instinct is to say no to this, if anyone has any ideas on simplifying image location priority be my guest

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hackedpassword avatar hackedpassword commented on June 29, 2024

@op Duplication is really your best option here, imo. πŸ‘ Another possibility depending on your prefs might be just using English.properties to remap the unit names while replacing the base sprites.

Rest of this comment is a side track towards the subject.

Some impressions: For the graphics portion, you have a 2kx1k texture space for sprites that will be loaded into GPU mem regardless of how many sprites you have, unless the atlas tex is full, then built as a 2kx2k tex. Memory sizes on a 4-bit depth tex are 8 and 16MB respectively, a trivial size really. Smartphones starting around 2006 had 128MB shared RAM (no GPU), while the 2005 ROKR had 5MB (awesome phone for its time). With these devices in mind, I'd say a potato has 64MB RAM, equivalent to a tricked-out 486. The concept of duplicating resources is tedious for sure but I'd question any focus on resource usage.

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yairm210 avatar yairm210 commented on June 29, 2024

Duplicated images are actually saved only once, so using the same sprite multiple times incurs no performance penalty

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Caballero-Arepa avatar Caballero-Arepa commented on June 29, 2024

@op Duplication is really your best option here, imo. πŸ‘ Another possibility depending on your prefs might be just using English.properties to remap the unit names while replacing the base sprites.

No because I need different names only for one nation. With translations, universal unit's names will change

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