The action stack is emptied when you pick a creature. So when you drop it, it is empty (only idle action).Bertram {l Wrote}:As a first step, I wondered whether the creature action stack is emptied when you drop it.
For the fighters, I think we need to make sure what we want. Do we want a different behaviour when a fighter is dropped in front of ennemies or when he sees them alone ? Do that changes the action choice ? As the change is not heavy, I think we should wait until we have a proper fighting system and see if the system has to be improved or if it is ok as it is.Bertram {l Wrote}:I'd even say that the behavior should be improved for any kind of creature.
Which statement ?Bertram {l Wrote}:Except the last statement that should be done only when left alone
In fact, the reason is that I tried to use cannon trap to see if something was broken with my fix. So I tried to go ASAP to another player to set a trap. But it is really anoying when you drop a worker to claim tiles and he goes somewhere else to dig or to wanderBertram {l Wrote}:I guess this is what you'd like to change?
Which statement ?
After he starts an action, standard choice applies and he might stop doing what he is doing to go somewhere else like if he had decided alone.
After he starts an action, standard choice applies and he might stop doing what he is doing to go somewhere else like if he had decided alone.
Couldnt the same AI check done at release(dropping) be repeated when initial action is finished? if it doesnt return any near task again they will go into default mode.
I made this update because before I did it, when they got dropped, they usually went somewhere else before claiming even one tileDanimal {l Wrote}:it is infuriating to put them to claim tiles, they claim only one and then go somewhere else to do whatever
Of course there is But we have to decide how we handle it to make sure that they will continue to do the same task until the end of their (short) life. We have some choices :Danimal {l Wrote}:Is there no way to make them stick with what they were doing?
ThanksDanimal {l Wrote}:Btw hwoarangmy, fucking sweet update
1 - They do the task until they cannot do it anymore (ie if they claim walls, they will do it until they see no unclaimed wall and return to normal decision).
Couldnt the same AI check done at release(dropping) be repeated when initial action is finished? if it doesnt return any near task again they will go into default mode.
I don't think it is the wanted behaviour. If we do this, if you drop a worker in an unclaimed room, he will claim everything (which would be good), then, he will see unclaimed walls and start claiming them all (which is not what I would expect).Danimal {l Wrote}:Couldnt the same AI check done at release(dropping) be repeated when initial action is finished? if it doesnt return any near task again they will go into default mode
I think we should because that would open interesting levels with not much gold but with rich heroes to slayDanimal {l Wrote}:Do you think we will ever implement the gold bag dropping on monster death? just like DK had, sometimes the heroes were the best gold source
Do you think we will ever implement the gold bag dropping on monster death? just like DK had, sometimes the heroes were the best gold source
Danimal {l Wrote}:This sure will make them a lot more eficient
hwoarangmy {l Wrote}:2 - We just reduce the probability that they switch task. If so, how much ? Until when ?
hwoarangmy {l Wrote}:2 - We just reduce the probability that they switch task. If so, how much ? Until when ?
MCmic {l Wrote}:When picked/dropped, pile is emptied and maybe the range used for action search is shorter.
Bertram {l Wrote}:- Here is the action priority list I have in mind for the standard mode, feel free to correct me: (but IMO it's quite the same than yours)
1. Fight (Look for enemies near-by)
2. Drop gold when full of gold.
3. Dig gold (Look for marked gold tiles. The nearest reachable first, the farther next.)
4. Drop whatever gold it has.
5. Dig (Look for marked tiles. The nearest reachable first, the farther next.)
6. Claim tile
7. Claim wall
8. Idle.
What would be the scope for the marked tiles searching? If I have a handful of workers (A) at one end of the map where I marked gold tiles, and some workers (B) at the other end of the map where I marked non-gold tiles, I would expect the A workers to dig gold and the B workers to dig, but if they were to prioritize gold digging over normal digging, I fear that might B workers might cross the whole map to dig some gold too.
MCMic {l Wrote}:How I see this:
- You add a priority order in possible actions for a worker:
0 - drop gold
1 - dig gold
2 - dig
3 - claim tide
4 - claim wall
We have the same special cases At first, I had just forced the action for 1 turn. But after what have been said on this thread, I changed. And to be honest, I think it is better that workers keep on what they are doing. When they were forced only 1 turn, they usually stop claiming as soon as there is a wall to dig. But because OD is a strategy game, actions done by the player have to have impact.MCMic {l Wrote}:I feel like you are coding too much special cases (well I did not actually read the code I say that because of what is said here)
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