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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