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Nicowar and resource clearing (was: [glob2-devel] Nicowar Update!)
From: |
Joe Wells |
Subject: |
Nicowar and resource clearing (was: [glob2-devel] Nicowar Update!) |
Date: |
Thu, 26 Jul 2007 08:30:45 +0100 |
User-agent: |
Gnus/5.11 (Gnus v5.11) Emacs/22.1 (gnu/linux) |
"Kieran P" <address@hidden> writes:
> I can't speak on behalf of Brad, but from what I've seen in the commits hes
> made, stuff hes told me about and stuff I've observed ingame:
>
>>1. Nicowar could really benefit from better handling of resource overgrowth
>
> Nicowar places clearing areas around buildings so that there is always a 1x1
> tiles edge around it. This is the perfect situation, but it works most of the
> time (Nicowar is pretty good at handling unit counts).
I agree that what Nicowar is currently doing (placing a 1-cell thick
layer of clearing areas around each building) is good. Unfortunately,
in many cases it is not good enough.
> Suggestion: Nicowar could create massive clearing areas (whole bases, not just
> buildings), and clearing paths to other swarms (which would link to more base
> clearing areas etc). This would mean they wouldn't get trapped anymore, but
> can
> Nicowar handle the unit count needed?
If the clearing areas/flags were placed reasonably, the worker load
for them would be low. Anyway, when paths are not kept clear, there
tends to be massive globule starvation and death, so I think it pays
off.
>>2. It would be nice if Nicowar always planned its attack route and kept it
> clear of resource obstacles.
>>[snip]
>>When Nicowar's enemy is using resource walls, it would be better if Nicowar
>>usually chose to attack through the wall by clearing it, because this will
>>generally find a less well defended part of the enemy base.
>
> Nicowar does this in the latest commit, to some extent. Its not very
> effeciant,
> but it set a heap of clearing flags to an enemy swarm and wipped it out, then
> did so one by one for the rest of the enemies.
Unfortunately, Nicowar currently only does this when there is no clear
path whatsoever. If there is a clear path, even if it involves going
all the way around the world twice, then Nicowar won't try to clear a
path.
> Suggestion: Nicowar could set clearing flags only where nessesary (it set them
> on resources that were not blocking the way on the game I observed).
I agree that when Nicowar does clear a path, it often chooses a poor
path. This could use some improvement.
> It could
> also target swarms, and when none are left, target inns, and when they are
> gone, hospitals (before finally getting rid of the rest). Quite a few inns and
> hospitals were trapped in resources and were not targeted towards the end of
> the game, so it never won ^_^
[ some other nice points by Kieran I am not responding to here because
nothing needs to be said ]
--
Joe
- Re: [glob2-devel] drawing unit paths when only destination is displayed, (continued)
- Re: [glob2-devel] drawing unit paths when only destination is displayed, Kai Antweiler, 2007/07/28
- Re: [glob2-devel] drawing unit paths when only destination is displayed, Bradley Arsenault, 2007/07/28
- Re: [glob2-devel] to-do before 1.0, Joe Wells, 2007/07/27
- Re: [glob2-devel] to-do before 1.0, Kieran P, 2007/07/29
- Re: [glob2-devel] to-do before 1.0, Kai Antweiler, 2007/07/29
- Re: [glob2-devel] to-do before 1.0, Kieran P, 2007/07/29
- Re: [glob2-devel] to-do before 1.0, Kai Antweiler, 2007/07/29
- Re: [glob2-devel] to-do before 1.0, Kieran P, 2007/07/29
Re: [glob2-devel] Nicowar Update!, Kieran P, 2007/07/25
Re: [glob2-devel] Nicowar Update!, Bradley Arsenault, 2007/07/25
Nicowar and resource clearing (was: [glob2-devel] Nicowar Update!),
Joe Wells <=
Re: [glob2-devel] Nicowar Update!, Joe Wells, 2007/07/26