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Re: [glob2-devel] should turrets attack air?


From: Kai Antweiler
Subject: Re: [glob2-devel] should turrets attack air?
Date: Sat, 12 Aug 2006 12:46:39 +0200
User-agent: Gnus/5.1002 (Gnus v5.10.2) XEmacs/21.4 (Constant Variable, linux)

>> Different Swarms can have different settings.
>> We could switch to global settings.
>
> *agree*
>
>> Where you can adjust how your population should look like:
>> procentage of workers, explorers and warriors
>> and their levels in the different skills.
>
> why that?

That's in case we would decide to give unit upgrades more negative
features.  Some people in the list think this would be a disaster
in respect to micromanagement.  So I wrote this down to show that
it does not have to.  We are only doing some things more complicated
than they could be done.


>> How many workers should go to
>> a clearing flag ...
>
> no global setting. that depends on factors as
> * clearing attack?
> * permanent installation to keep a passage free?
> * low priority task to enable a later building upgrade?

You're right.  But the dots "..." are still correct.
There are more things that should be done globaly through one
uniform interface.


>> Together with useful defaults and an option to load/save settings
>> the will cut micromanage down.
>
> :/ load settings? that does not sound like a game.

freeciv already offers this for local city settings.
With a standard file opening thing.
You don't have to use it, but you can.  And I think in rts games
this would fit even better.


>> Imagine you'll be surprised by an attack of your enemy.
>> Just load your emergency setting and focus on coordinating
>> your defence.
>
> well load a set of parameters sounds too abstract. but it would be
> intuitive to be able to pull up the targetted count of warriors and
> pull down the targeted workers/explorers.

Maybe we only have to get used to it.  You also might want that
warriors don't train, but instead start to fight immediately.
Or maybe that workers go for fruits or stone or work at the swarm.
Once we have a nice interface we can experiment what would be good
settings for special situations.



> Oh! I sometimes have the impression that warriors are prioritized
> over workers when it comes to feeding them. we could implement to
> use those global target counts to even let the one or the other
> starve in favor of the more prioritized.

Yes.  Good idea!


>> Maybe a switch in lokal buildings to change (only) this building back
>> to stupid behaviour - in case you want to put Swarms near your enemy
>> to produce mass warriors.
>
> no switch. the ratio bars are just fine as is. just that they become
> balance bars (-10 to 10) rather than absolute number bars (0 to 10)
> with the efect that they normally produce according to global
> demands but if they are pulld away from 0 they change production
> rates accordingly. so ratios are
> goblalWorkers+localWorkers:globalWarriors+localWarriors:globalExplorers+localExplorers.
>  If
> global settings range from 0 to 10 and locals from -10 to 10 you
> would effectively be able to stop production of any type locally
> (10-10=0) and thus be able to have swarms for special purpose.

Agreed.


>> One setting about how hard the computer will try to meet your demands
>> would be useful.  Normally, there is no need to have a glob travel
>> around the world for a job.  But sometimes this might me useful.
>
> that's a long time unsolved problem, but i had the impressions that
> tasks get fulfilled much better in 21 than in 19. we could think of
> ways to bring in a task priority that rises over time if it makes no
> progress.

I think it will help when the player can set tollerance level.
Instead of having the programmer finding a good ratio for
every situation.
Additionally the player gets acquainted to the problem,
and might therefore not blame the game for refusing what he wants.

-- 
Kai Antweiler





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