Alright, you can take a look inside the places it's tuned:
Team::findBestFoodable()
Team::findBestFillable()
Building::subscribeToBringRessourcesStep()

Did change the allocation system to tune it a bit better.
1 - in inns, units won't try to work on it if the number of units already
working is equal or higher than the needed ressources.
2 - in other buildings, at worst, there are twice as many units working as the
needed ressouces. Both per resource and for all resources. (exception when an
unit is already carying a ressouces, in order to save it)
3 - an unit is twice less likely to work on a building where there are enough
units bringing the neeed ressouces than another one.

I hope it will help.

Nuage


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