svenskmand {l Wrote}:If you have a hungry creature, say then it should not just work because you tell it to, that is the point of the game, if the creatures wants to give you the finger and get some food it will, that was one of the core elements that made DK different from any other RTS game.
StefanP.MUC {l Wrote}:I like Bodsdas idea. But I think it should affect only imps/workers in most cases (all other creatures are doing their own stuff normally). Just played a round DK1 and it really annoyed me that the imps didn't do what I wanted. Claiming some completly unneeded tiles when I really wanted them to hack some walls to increase the dojo. Even if I dropped them directly next to the walls, most of them went back to the tile claiming again because it still had a higher priority in their task queue.
The specifics about priority should be part of the balancing later on, however.
We have two situations: Fighting and non-fighting.
Fighting: workers flee (default) or fight (if there's no chance of fleeing/surviving). Non-workers fight (fleeing only in extremly Keeper-hating state and only with a possibility smaller than 100% -> balancing the number later on).
Non-Fighting: Workers forget their old task and look in the near-field for new work (that's why we drop them there in the first place). Are there several different tasks in the near field (wall hacking, gold mining, tile claiming, ...) than a priority list decides (-> balancing). Non-workers do as always: they do whatever they like.
andrewbuck {l Wrote}:I like the idea of applying different systems to workers/non-workers. The non-workers should primarily be driven by their own thoughts/desires. DK2 would just look at the tile you dropped them on and see if it was claimable. If it was they went to claim state, if not they checked to see if their neighbors were marked for digging, if they are they go into the dig state, otherwise they just idle.
Non-workers can just be put into the idle state and then they should automatically check for enemies, etc.
This system would be trivial to code, if you think it is a good one I can code it up.
-Buck
andrewbuck {l Wrote}:I like the idea of applying different systems to workers/non-workers. The non-workers should primarily be driven by their own thoughts/desires. DK2 would just look at the tile you dropped them on and see if it was claimable. If it was they went to claim state, if not they checked to see if their neighbors were marked for digging, if they are they go into the dig state, otherwise they just idle.
Non-workers can just be put into the idle state and then they should automatically check for enemies, etc.
This system would be trivial to code, if you think it is a good one I can code it up.
-Buck
if(dropTile == ownTile)
{
creature.drop();
creature.findNewTaskInNearField();
}
andrewbuck {l Wrote}:You can drop workers on unclaimed dirt as well as your own tiles.
The new AI sequence could go like this. When the creature is dropped it checks to see if the tile type is dirt and if one of its neighbors is claimed for your color. If it is, it pushes a claimTile action to its queue. If the situation is not exactly that we push a digTile action which will cause the creature to dig any tiles it can see, if it can't see any it would then just revert to idle.
-Buck
StefanP.MUC {l Wrote}:I currently play DK1 and it doesn't let me drop workers on dirt tiles. And this site confirms for DK2 that imps can only be dropped on own tiles (that's also in my own memory, didn't play DK2 in the last time).
Skorpio {l Wrote}:StefanP.MUC {l Wrote}:I currently play DK1 and it doesn't let me drop workers on dirt tiles. And this site confirms for DK2 that imps can only be dropped on own tiles (that's also in my own memory, didn't play DK2 in the last time).
That's odd, I still play DK1, too, and I can drop imps on dirt tiles. Maybe it's a bug. And I don't think dropping imps on dirt is a problem as long as they can only claim tiles which are adjacent to your territory. Of course you shouldn't be able to drop your workers on unexplored territory, but that isn't implemented in OD yet.
TheAncientGoat {l Wrote}:Once we get LOS working
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