I'm not replying to most of Bradley's comments because nothing needs to be added to them.
"Bradley Arsenault" <[EMAIL PROTECTED]> writes: > On 7/25/07, Joe Wells <[EMAIL PROTECTED]> wrote: > > Given that you are already working on Nicowar, here are what I think > are the most important points for improvement: > > 1. Nicowar could really benefit from better handling of resource > overgrowth that cuts off individual buildings (and sometimes traps > individual globules) or which divides the main base into two > portions. I would suggest computing some kind of minimal spanning > tree that connects all of Nicowar's buildings and placing clearing > areas (and maybe also clearing flags of radius 0 and 1) on this > spanning tree. > > Interesting, I never considered doing clearing areas between buildings, only > arround single ones. A minimum spanning tree... that would require constantly > updating the clearing areas based on distance. Perhaps a compromise would be > to > pathfind from newly created building to the nearest 1 or 2 buildings, and make > sure that a 2-wide path stays intact between them. This would keep pathways > open without trying to create unneccessarry pathways as circumstances change. At the very least, it would be good to _detect_ if buildings (or groups of buildings) are cut off (don't have a sufficiently short/wide path to other buildings or have no path at all) and do something then. > 3. Nicowar should use its ground attack explorers once it gets level 4 > schools to attack enemy bases and to support ground attacks. > Otherwise it's just a matter of holding out against Nicowar long > enough to get your level 4 schools and then you can nuke Nicowar > with ease. > > This is in my plan, to build an army of explorers if the ressources are > available. It would even be a big improvement to simply _use_ the explorers that it has with explorer flags that ask for ground-attack explorers. Ground-attack explorers are so massively powerful that it is a crime not to use them. :-) > 6. It would be nice if Nicowar switched into war mode (and chose the > attacking player as its target) if attacked early. Otherwise (and > this happens quite a bit on random maps unless the map is huge) if > you start close enough to Nicowar you can just go on the attack > immediately and wipe out the mostly defenseless Nicowar. > > Again, I don't yet have a defense mechanism. Currently it doesn't even know > that its attacked, or even that its buildings are damaged. This is certainly a > good idea though, I had considered that it should target whoever is the most > offensive at the current time, as to keep all enemies at odds while it > destroys > them I think at the least it should detect that it is being attacked and switch on more warrior production. A counterattack would be helpful in relieving the pressure. > 7. Nicowar should clear wheat/wood in order to have a good path to > stone/algae for building schools. On random maps, Nicowar often > fails to build/upgrade schools because resource overgrowth makes it > harder to get to stone/algae. > > I suppose this would be easy enough to do. When schools or barracks are under > construction, clear a 3-wide path to the nearest stone. Having a path to algae can also be important. On islands sometimes the entire island border gets overgrown and there is no path to algae. -- Joe _______________________________________________ glob2-devel mailing list glob2-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/glob2-devel