Open GoogleCodeExporter opened 8 years ago
Original comment by Loobinex
on 3 Jan 2015 at 2:15
I don't think I understand the issue. Do you have any demonstration of that?
Original comment by mefistotelis
on 4 Jan 2015 at 12:07
The way it builds rooms should be changed then too.
It often makes rooms with 2 tile corridors between them. You would think it
does that so it can make the room bigger later on (Like in DK2) but it never
does that. so it's a bit useless to do that then.
To be more on topic,
I do think it would make sense that the AI only places the strongest doors
available. (or upgrade them a long the way) At least the most toughest AI
should do that.
Now it would just place doors that are available and mostly those are wooden
and braced doors when they all are available.
Original comment by Krizzi...@gmail.com
on 4 Jan 2015 at 12:55
Quite simple really. See attached screenshot I just made. I gave blue enough
gold to never sell traps/doors and waited a lot of paydays.
Notice he build quite a few doors, but raised not a single room to maximum
efficiency. Door placement seems random to me, a human player would never place
them like this.
If you have a reinforced room, placing a door on all exits boosts efficiency.
That's what he should do. Look at the biggest room with fewest open exits and
place a door on one of those exits, repeat. This way room efficiency is
accomplished the quickest with least amount of doors.
Original comment by Loobinex
on 4 Jan 2015 at 1:06
Attachments:
Are you sure the places where not door was placed are just empty? didn't he had
any traps as well?
Original comment by mefistotelis
on 6 Jan 2015 at 9:34
Modified the level to only have braced doors available, no other doors, no
traps. See new screenshot.
Are you saying the CP should not be placing the doors at random?
Original comment by Loobinex
on 6 Jan 2015 at 10:38
Attachments:
There are specific rules of where computer player places doors. The order of
placing is random, but the amount of places being checked it limited and
definitely not random.
Simplified rules:
- Place doors at four sides of rooms
- Do not place two doors just next to each other
Original comment by mefistotelis
on 7 Jan 2015 at 6:21
OK.
Being fully random is not efficient,... you need all exits doored-up to get to
maximum efficiency, when you have many rooms it could take a long time before
you randomly fill all exits.
The rule to not place two doors next to each other conflicts with the fact that
the CP often makes hallways of 2 tiles between two rooms, causing at least one
of the rooms to never reach maximum efficiency. Given that rooms can have up to
4 neighboring rooms in combination with the random placement; this could
significantly affect the amount of rooms that reach maximum efficiency. In
fact, it is rare to see it at all.
Original comment by Loobinex
on 7 Jan 2015 at 10:17
And not forgetting that it will place traps on door "spots" as well.
Original comment by Krizzi...@gmail.com
on 7 Jan 2015 at 6:50
Original comment by eatpajdi...@gmail.com
on 30 Apr 2015 at 5:32
Original issue reported on code.google.com by
Loobinex
on 1 Jan 2015 at 10:30