[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [glob2-devel] Turret behaviour improved
From: |
cyrille . dunant |
Subject: |
Re: [glob2-devel] Turret behaviour improved |
Date: |
Sun, 19 Sep 2004 10:54:53 +0200 |
User-agent: |
Internet Messaging Program (IMP) 3.2.5 |
Quoting Stephane Magnenat <address@hidden>:
> > Stephane, don't start screaming that the horrible users are alyways
> > asking for more features, I'm volunteer to code some of these myself if
> > needed ! :)
>
> Looks like you didn't gave a look to the allocation code yet ;-)
Technically, its "haven't given"
> It seems like a consensus is flying toward one issue: the war flag: we need
> to
> be able to choose between guard (units goes to upgrade) and attack (units
> stays under flag) modes. Right ?
Something like that : a guard zone serves as an attractor to warriors when they
are not upgrading or eating. I don't think it's even necessary to set the number
of desired warriors : the "attractivity" could decrease with the number of
warriors already arrived, with a target concentration of one warrior for four
squares.
It might be somewhat clever to have the attractivty of guard znes higher when
ennemies are treading them.
A+
-- CFD