Open GoogleCodeExporter opened 8 years ago
I think it may be better to improve trap/door placing algorithm:
Currently its:
- find a trap which can be placed; cancel if not found
- get a place on map where the trap should go (from pre-created list); cancel
if not found
- place the trap
What could be improved:
- search the map for new places for traps if there are none
- if cannot find place for the trap, and we have more than one, then sell it
Original comment by mefistotelis
on 1 Apr 2015 at 9:24
Yes, sounds better.
Original comment by Loobinex
on 1 Apr 2015 at 10:06
This seems to work in r1665, or am I seeing this wrong?
Original comment by Loobinex
on 5 Apr 2015 at 4:15
I started implementing this but some parts are still missing. It doesn't work
yet.
Original comment by mefistotelis
on 5 Apr 2015 at 5:28
well, something does. Like the picture you posted on missle, the CP just built
2 or 3 workshops and then stopped building more traps/doors.
Original comment by Loobinex
on 5 Apr 2015 at 5:34
That was caused by something else - when player has lots of money (over 2
paydays) and every item which can be manufactured has at least one crate
stored, then computer player will no longer put any creatures into workshop. In
game code, these conditions are stored in worker_needed_in_dungeons_room_kind().
I'm actually planning to loosen these conditions a bit when selling traps is
implemented (ie. to 6 paydays).
Original comment by mefistotelis
on 5 Apr 2015 at 8:03
To conclude what I just wrote, less workshops is caused by computer not putting
creatures there, which is caused by better gold management - it has enough gold
from gems to stop relying on workshop.
Original comment by mefistotelis
on 5 Apr 2015 at 8:08
Original issue reported on code.google.com by
Loobinex
on 30 Mar 2015 at 1:18