nicymike / serflings

Serflings Remake Project
https://serflings.simpleguide.net/
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possibility of choosing AI when starting multiplayer game #83

Open Jdevries2 opened 1 year ago

Jdevries2 commented 1 year ago

When starting a multiplayer game in the original, you can choose a certain type of AI character. Each caracter has its own way of playing and attacking. Is it possible to choose the AI-caracters in Serflings? I can't find it, but maybe I'm not looking right.

A (I hope) temporary solution for me is to start a multiplayer game in the original and open the savefile in serflings.

Great job on Serflings by the way, I have already played to many hours with a friend in your version :-)

nicymike commented 1 year ago

Thank you. The option to choose the type of AI is currently not available but I plan to add this option in the future.

Until then you may create a game with two players in the original version and save it as you suggested. The original savegames are fully supported.

Jdevries2 commented 1 year ago

Thanks for your answer. And again, congratulations and many thanks for your work. Is there a way I can buy you a beer or a coffee?

Maybe the next question deserves it's own issue, but I don't want to spam your github; When playing, my friend and I observed that after a certain amount of time, there are a lot of "traffic jams" in the countries of the AI. I a way, this makes it harder to attack, because it is harder for the knights to get enough room to reach an enemy military house. On the other hand, the expansion and building of the AI is becoming much slower, so it's getting eassier to outbuilt them. This is not a fault from your conversion, it's already in the original.

A human player can also have traffic jams in it's country. This can happen when there a more than 2 carriers between two flags and the road is becoming important for goods. The carriers on the same stretch of road between the flags behave in such a way that they block the carriers from the other roads to drop or pickup goods.

A cure for this is to never have a distance greater than 3 road parts between flags. Is it possible to enhance the AI that they will put extra flags on the road when the road is 4 parts or longer.

If you want, i can upload some savefiles to show what we have observed.

nicymike commented 1 year ago

Thank you for your work and don't worry about spaming my Github. Separate topics do need separate issues. If you are unsure you may use the section "Discussions" to just talk about a topic.

The AI sometimes does unload a stock if it is afraid of an attack. Did you encounter something like this?

I wanted to preserve the original AI but I also found some bugs in the original code. I plan to add a "fixed" or "improved" AI in the future. I think placing flags is ok but this should only be done if there are enough settlers without job and the path is somethink like a main path.

Savegames do help a lot, but please move this topic to its own issue first.

nicymike commented 1 year ago

If you want to support me, just leave me a private message on Discord or Facebook.