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Re: [glob2-devel] concept for building priorities


From: Kai Antweiler
Subject: Re: [glob2-devel] concept for building priorities
Date: Fri, 24 Aug 2007 16:38:40 +0200

> >> Probably the time the globs take should be adjusted based on their
> >> speed to get instead the time the "average" glob _would_ have taken.
> >
> > But if you want to compute a time period, you have to normalize the
> > value.  Otherwise you can not compare UT and HT.
>
> I don't understand the two sentences above.  Can you clarify?

If you just multiply speed and time you will get the distance (or
better the length
of the path) between glob and Inn.
By dividing by the average glob speed you get a time - which will on average be
on the same scale as the real glob2 time.
If you don't divide again, the distance value will not be on the same scale.


> I worry that the increase in the quality of the numbers might not be
> enough to justify the more complex programming involved.  If we keep
> the programming simple there will be fewer bugs to be tracked down and
> solved.  Programming and debugging time for glob2 is a scarce
> resource.

Yes, unfortunately that is so true ...


> What do you think about first trying the simple approach which keeps
> only a single computed average number for UT?  I think even the simple
> approach would improve game play enough over the current situation to
> justify it.

I agree.

-- 
Kai Antweiler




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