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Re: [glob2-devel] revisiting unit conversion (and how overpowered it is)


From: Stéphane Magnenat
Subject: Re: [glob2-devel] revisiting unit conversion (and how overpowered it is)
Date: Wed, 12 Mar 2008 08:28:53 +0100
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> Your new proposal would mean that you can't force a conversion on an enemy.
> Heres a concept that will be far easier to control to get just the right
> level of conversion, rather than algorithmic changes.
>
> Currently, the happiness an inn can provides is a function only of the
> fruit it has within. Thus, a unit chooses the closest Inn for every team
> and converts based on which has the largest happiness.
>
> All we have to do to modify the level of conversion is to give units a
> "loyalty" factor, rather than make them entirely hedonistic and always
> willing to convert to get more happiness. Basically, the local team's
> happiness level is multiplied by this 'loyalty' factor, which we'd have to
> determine through experimentation. This gives units a bias to stay on the
> current team, and we can easily control the amount of bias until we get the
> right level of conversion.

Loyalty could be affected by prestige buildings, which would be expensive 
buildings.

Have a nice day,

Steph

-- 
http://stephane.magnenat.net




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