Open GoogleCodeExporter opened 8 years ago
Computer player shouldn't be able to sell locked doors, only the ones which
weren't locked at start.
If you see computer player selling locked door, please provide a means of
reproduction - saved game or map which demonstrates the issue.
Original comment by mefistotelis
on 28 Nov 2014 at 6:06
My bad, I experienced the Adikted glitch where locked doors will sometimes show
without a key (if you place adjacent doors in Adikted this happens).
It is frustrating when you want an unlocked door at the entrance to an AI base
however. I have created a level where the AI start with 30k gold and many gold
blocks near their bases, as well as a gem within their base. Regardless, the AI
will sell their doors within the first 5 minutes of the game.
Original comment by KeeplarBooger
on 29 Nov 2014 at 1:27
Yes, computer player will sell unlocked doors as soon as it gets out of money.
This usually allows him to keep the treasury full.
Computer player can often spend quite a lot of gold quickly when building a
room, so he often gets out of money and starts the "out of money tasks"
(picking creatures from rooms which take gold, picking gold on ground to
treasury, selling traps and doors). He will, however, try to rebuild the traps
and doors when they're manufactured.
Original comment by mefistotelis
on 29 Nov 2014 at 5:53
Shouldn't the AI prioritize dig-to-close gold if that is available?
Original comment by Loobinex
on 29 Nov 2014 at 7:27
When computer player has little gold, he will use dig-for-gold tasks. The
selling behaviour is for the situation where player is broke, like cannot
maintain current expenses. He will also pick up gold pots and drop them into
treasury.
Digging to gold sometimes gives poor results even if it didn't failed (ie. when
there are enemies on the way, or if the player has limited imps). It may also
be very slow. This is why computer player needs to be able to use both digging
and selling at the same time.
Original comment by mefistotelis
on 19 Mar 2015 at 11:18
Aren't there multiple priority levels? Say:
<3 paydays - Dig to close gold
<1.5 paydays - Dig for greedy gold + sell traps/doors
Original comment by Loobinex
on 19 Mar 2015 at 11:26
There are multiple conditions, different for various tasks.
There are checks: "check for gold", "check for payday", and various processes
like "dig for close gold" or "dig for greedy gold". Every of these is working
independently, and has different parameters - like trigger conditions,
cooldown, priority.
Still, they can affect each other - ie. "check for gold" often increases
priority of all "dig for gold" processes.
To conclude, this is quite complex.
But back t the original issue - it might be a good idea to make a script
command to disallow computer player selling placed traps and doors.
Original comment by mefistotelis
on 3 Apr 2015 at 9:27
I think the issue is more about the CP selling traps/doors when it is not
needed because there is plenty of gold(available to dig).
Selling traps/doors should be a last resort, but disabling it also has adverse
effects so I would advise against investing time in a script command to disable
selling doors/traps.
Original comment by Loobinex
on 5 Apr 2015 at 4:26
Original comment by eatpajdi...@gmail.com
on 30 Apr 2015 at 5:40
Original issue reported on code.google.com by
KeeplarBooger
on 28 Nov 2014 at 3:36