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Re: [glob2-devel] concept for building priorities


From: Kai Antweiler
Subject: Re: [glob2-devel] concept for building priorities
Date: Wed, 22 Aug 2007 23:15:34 +0200

> >> > 1st group should get lower priority the higher it is filled (to
> >> > bring prunes when there are already 180 is a task that can wait at
> >> > least one minute (2 units fed / s = 180/2 s = 1.5 min.))
> >>
> >> Agreed.  Inns with more supply already in them should have lower
> >> priority.  (By the way, the amount of food that number of workers
> >> already inside the inn or booked to arrive at the inn will eat should
> >> be subtracted from its supply for purposes of deciding priority.)
> >
> > Thinking about this, we should weight the customers some more, so
> > that inns at good locations get higher priority than the once far off.
>
> Inns at good locations tend to have less extra food (after subtracting
> current customers), so I think this would happen automatically if my
> suggestion were implemented.

It does somewhat.  But I think there is a bias left that could be
straightened up.
I'm not sure about this, but I think that the number of globs that are
allowed to sign up for
a meal is lower or equal to the amount stored food.  So an Inn that
would be in a good position to feed many globs won't stock up more
food unless every other Inn has a positive
"food stock minus customers" number.

On the other hand, if Inns without food get very low priority, they
will never get popular.
Empty Inns would need a compensate amount of priority.

> > For war preparations we could give each Inn a priority boost toggle.
>
> How would this work?

Well lets say, we put a toggle under the amount of worker adjustment
bar for inns.
If it is on, then the inn gets an extra amount of priority.

So when you want a few filled Inns near your enemy: build them, toggle
them, (probably wait) and then attack.

-- 
Kai Antweiler




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