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Re: [glob2-devel] concept for building priorities


From: Joe Wells
Subject: Re: [glob2-devel] concept for building priorities
Date: Wed, 22 Aug 2007 13:18:37 +0100
User-agent: Gnus/5.11 (Gnus v5.11) Emacs/22.1 (gnu/linux)

Leo Wandersleb <address@hidden> writes:

> 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.

I worry that your proposal will starve the low scoring buildings
completely.

You might like to revisit my comments on priorities in these messages:

  http://lists.nongnu.org/archive/html/glob2-devel/2007-04/msg00130.html
  http://lists.nongnu.org/archive/html/glob2-devel/2007-04/msg00134.html

-- 
Joe




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