> Your new proposal would mean that you can't force a conversion on an enemy. > Heres a concept that will be far easier to control to get just the right > level of conversion, rather than algorithmic changes. > > Currently, the happiness an inn can provides is a function only of the > fruit it has within. Thus, a unit chooses the closest Inn for every team > and converts based on which has the largest happiness. > > All we have to do to modify the level of conversion is to give units a > "loyalty" factor, rather than make them entirely hedonistic and always > willing to convert to get more happiness. Basically, the local team's > happiness level is multiplied by this 'loyalty' factor, which we'd have to > determine through experimentation. This gives units a bias to stay on the > current team, and we can easily control the amount of bias until we get the > right level of conversion.
Loyalty could be affected by prestige buildings, which would be expensive buildings. Have a nice day, Steph -- http://stephane.magnenat.net _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
