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[glob2-devel] concept for building priorities
From: |
Leo Wandersleb |
Subject: |
[glob2-devel] concept for building priorities |
Date: |
Wed, 22 Aug 2007 00:00:54 +0200 |
User-agent: |
Icedove 1.5.0.12 (X11/20070731) |
hi list
when talking about unit assignment, one should also deal with building
priorities. i have a rather simple concept to improve that and would wonder what
you think about it.
now: inns are more important than other buildings and there is no way for the
player to change that. sometimes i have to forbid fruits so construction tasks
get done at all.
my idea: a score for each building so high score buildings get selected first
with buildings beeing garanteed to become top score if beeing ignored for too long.
go through the list of all buildings every timestep and assign it a score:
score += baseValueOfThatBuildingType * ( min( maxUnits, freeJobs ) - Units );
so an inn level 1 would maybe rise 15 for every free job and time step while a
pool construction would rise 5.
now if a glob gets hired, the
score*=.95;
preventing scores to grow big.
greetings, Leo Wandersleb
- [glob2-devel] concept for building priorities,
Leo Wandersleb <=
- Re: [glob2-devel] concept for building priorities, Joe Wells, 2007/08/22
- Re: [glob2-devel] concept for building priorities, Leo Wandersleb, 2007/08/22
- Re: [glob2-devel] concept for building priorities, Joe Wells, 2007/08/22
- Re: [glob2-devel] concept for building priorities, Kai Antweiler, 2007/08/22
- Re: [glob2-devel] concept for building priorities, Joe Wells, 2007/08/22
- Re: [glob2-devel] concept for building priorities, Kai Antweiler, 2007/08/22
- Re: [glob2-devel] concept for building priorities, Joe Wells, 2007/08/22
- Re: [glob2-devel] concept for building priorities, Kai Antweiler, 2007/08/23
- Re: [glob2-devel] concept for building priorities, Joe Wells, 2007/08/23
- Re: [glob2-devel] concept for building priorities, Kai Antweiler, 2007/08/23