I changed the code again (last change for at time). Now it's tuned this way:
0- don't shoot if you can miss the target, wait instead. 1- shoot on the most dangerous warrior, computed by the damage per second. 2- shoot much more likely if the warrior can be killed in one shot. <---he he he 3- shoot much more likely if the warrior is hitting the tower. 4- shoot more likely on a closer warrior. 5- shoot more likely on a damaged warrior. 6- if there is no warrior, shoot on a worker 7- if there is no worker, shoot on a building Secondly, I did try to address one request stating that towers are not able to defend anything by themselves. After some tougths I found out that the towers have properties that are much too differents from units. So I changes the properties ratio to make them closer of units. Like 5 wheat is needed to builds the 250 hp of an unit, that is 50 hp per ressource, the first tower get 40 hp per ressource. As a result one tower level 1 is more like 4 warriors level 1, or 3 warriors level 2. I made some practical systhetic tests on a special map to balance the value, and one game to try it. I think it's ok but it's quite a big change and I need your comments on the overall gameplay changes. Nuage _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
