"Kieran P" <[EMAIL PROTECTED]> writes: > I can't speak on behalf of Brad, but from what I've seen in the commits hes > made, stuff hes told me about and stuff I've observed ingame: > >>1. Nicowar could really benefit from better handling of resource overgrowth > > Nicowar places clearing areas around buildings so that there is always a 1x1 > tiles edge around it. This is the perfect situation, but it works most of the > time (Nicowar is pretty good at handling unit counts).
I agree that what Nicowar is currently doing (placing a 1-cell thick layer of clearing areas around each building) is good. Unfortunately, in many cases it is not good enough. > Suggestion: Nicowar could create massive clearing areas (whole bases, not just > buildings), and clearing paths to other swarms (which would link to more base > clearing areas etc). This would mean they wouldn't get trapped anymore, but > can > Nicowar handle the unit count needed? If the clearing areas/flags were placed reasonably, the worker load for them would be low. Anyway, when paths are not kept clear, there tends to be massive globule starvation and death, so I think it pays off. >>2. It would be nice if Nicowar always planned its attack route and kept it > clear of resource obstacles. >>[snip] >>When Nicowar's enemy is using resource walls, it would be better if Nicowar >>usually chose to attack through the wall by clearing it, because this will >>generally find a less well defended part of the enemy base. > > Nicowar does this in the latest commit, to some extent. Its not very > effeciant, > but it set a heap of clearing flags to an enemy swarm and wipped it out, then > did so one by one for the rest of the enemies. Unfortunately, Nicowar currently only does this when there is no clear path whatsoever. If there is a clear path, even if it involves going all the way around the world twice, then Nicowar won't try to clear a path. > Suggestion: Nicowar could set clearing flags only where nessesary (it set them > on resources that were not blocking the way on the game I observed). I agree that when Nicowar does clear a path, it often chooses a poor path. This could use some improvement. > It could > also target swarms, and when none are left, target inns, and when they are > gone, hospitals (before finally getting rid of the rest). Quite a few inns and > hospitals were trapped in resources and were not targeted towards the end of > the game, so it never won ^_^ [ some other nice points by Kieran I am not responding to here because nothing needs to be said ] -- Joe _______________________________________________ glob2-devel mailing list glob2-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/glob2-devel