[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [glob2-devel] revisiting unit conversion (and how overpowered it is)
From: |
Stéphane Magnenat |
Subject: |
Re: [glob2-devel] revisiting unit conversion (and how overpowered it is) |
Date: |
Wed, 12 Mar 2008 08:28:53 +0100 |
User-agent: |
KMail/1.9.6 (enterprise 0.20070907.709405) |
> 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