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Re: [glob2-devel] Some gameplay comments on 0.9.3


From: Leo Wandersleb
Subject: Re: [glob2-devel] Some gameplay comments on 0.9.3
Date: Sun, 04 May 2008 18:00:00 +0200
User-agent: Mozilla-Thunderbird 2.0.0.12 (X11/20080420)

Hi

> Stéphane Magnenat wrote:

hooray ;) nice to hear from you.

- I think that the warriors are too strong, especially at the start of game : it makes rush too easy in my opinion,.

Although I did not experience them to be too strong (they barely kill a swarm and this swarm can produce warriors to occupy the "rushers".) I wonder what is wrong about the possibility to rush? I want to have choice and a threat from second one gives me the choice take rush or to risk putting all on growth or take defensive measures and thus do something in between those two.

- I've seen that the unit allocation algo. was changed for reallocating unit each time after one work (such as bringing one resource) ; while this add dynamism, it is very frustrating at start of game, because units tend to change targets of work very often and the whole colony behaves really bad. This may be a bug in the way the score for unit-to-work allocation is computed, or an instability in the allocation algo. Maybe we can lock the unit to a target for more than one work, as it was done previously.

we've switched back to bradley's ua as people (or person) complained the waste of resources that occured in my algo. i can remember talking to you Stephane about the fireing after each task and how it makes sense. it solves the issue of new tasks (like training) to get chosen far too late. i guess the problem now is that they don't work for any task for some time. in times of under employment the behaviour you are missing now (glob grabs wheat and puts it into swarm 15 times in a row) should be the same with fireing and instantly hireing it as it is the best choice. in times of full employment, the top priority task pulls the unit away after one wheat which is not necessarily bad. it's only bad as there are several top priority tasks each stealing workers from the others. here we must switch to ( free_worker_count <= 0.05*worker_count ? "worker chooses task" : "task chooses worker" )

How and there is a very funny bug (my fault this time) when one has a screen bigger than the whole map, buildings get displayed only once. I might fix it one day ;-)

showing it twice is somewhat bizarre, too ;)

Greetings,

Leo Wandersleb




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