[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
[Glob2-ideas] alternative to seeding resources
From: |
Kai Antweiler |
Subject: |
[Glob2-ideas] alternative to seeding resources |
Date: |
Mon, 17 Apr 2006 01:06:27 +0200 |
User-agent: |
Gnus/5.1002 (Gnus v5.10.2) XEmacs/21.4 (Jumbo Shrimp, linux) |
I don't know why it is not yet implemented to seed resources. I guess
it's because this would require a method which needs globs to get
resources and take them to a selected spot - like buildings - but
unlike buildings this spot becomes a simple resource.
So here is an alternative:
We create a new type fo area and use it in one of two ways:
1. Globules will walk to that area, if they got nothing better to do and
dung them. Each dunged field gets a probability to turn into a resource.
If we want specific resources, we have to place a clearing flag to
order a glob to weed this region.
or:
2. Depending on the amount of overall market places, a probability
will be computed for a (extra) resource to appear. Then it will be
determined which player's area will get it. This probability will be
proportional to the amount of market places the player has. Then a
resource will be put near an area of that player.
This approach can be enhanced with creeps: The amount of them
depending on the number of market places. They'll be crossing the map
randomly, eventual pick up a resource fly to an area and depending on the
distance to it, have a chance to plant it on the field there currently over.
--
Kai Antweiler
[Prev in Thread] |
Current Thread |
[Next in Thread] |
- [Glob2-ideas] alternative to seeding resources,
Kai Antweiler <=