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Post by Gmr Leon on Mar 28, 2015 1:44:54 GMT
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
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Post by Lord Ba'al on Mar 28, 2015 10:58:28 GMT
Regarding chase behaviour during aggressive mode, why does the warband go back to the chase center first instead of finding a new path to it's original goal?
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Post by nikink on Mar 28, 2015 13:29:14 GMT
Easier to code, and easier on the CPU I'd imagine.
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Post by FuriousMoo on Mar 30, 2015 1:37:54 GMT
Regarding chase behaviour during aggressive mode, why does the warband go back to the chase center first instead of finding a new path to it's original goal? Because the idea is the unit needs to return to the centre point before the chase radius resets. If the centre of the chase radius reset at the point when the last enemy left, then the centre point would move to the warbands current location (ie right on the edge of the original chase radius). This would then probably encompass the fleeing enemy and start another chase.
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Post by Gmr Leon on Mar 30, 2015 1:49:59 GMT
Little point I noticed with the warband kills method of leveling: if multiple warbands are used against a single warband, whoever gets the last shot in is rewarded all the experience. Not sure how this would pan out with resource constraints (which may make single warbands more valuable to keep alive and take advantage of this), but if multiple warbands become a norm, it might be a better idea to go with the damage based idea.
Although, another method entirely might work even better. A sudden thought on my end would be to make grouping them into armies more beneficial than only control, creating an experience share effect to reduce the problem of green warbands lagging behind more experienced ones. If equipment were to become a feature in some manner, that could act to reduce their fragility and negate inexperience somewhat too, though.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Mar 30, 2015 9:55:16 GMT
Regarding chase behaviour during aggressive mode, why does the warband go back to the chase center first instead of finding a new path to it's original goal? Because the idea is the unit needs to return to the centre point before the chase radius resets. If the centre of the chase radius reset at the point when the last enemy left, then the centre point would move to the warbands current location (ie right on the edge of the original chase radius). This would then probably encompass the fleeing enemy and start another chase. Ah yes I see. But you could avoid that. If the enemy flees outside of the chase radius you could start a timer that would allow just enough time to avoid this issue and have the warband wait and regroup before they continue towards their original goal. I hear timers are all the rage these days. Something like chase radius divided by enemy speed equals wait time.
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Post by FuriousMoo on Mar 30, 2015 11:34:08 GMT
Because the idea is the unit needs to return to the centre point before the chase radius resets. If the centre of the chase radius reset at the point when the last enemy left, then the centre point would move to the warbands current location (ie right on the edge of the original chase radius). This would then probably encompass the fleeing enemy and start another chase. Ah yes I see. But you could avoid that. If the enemy flees outside of the chase radius you could start a timer that would allow just enough time to avoid this issue and have the warband wait and regroup before they continue towards their original goal. I hear timers are all the rage these days. Something like chase radius divided by enemy speed equals wait time. The chase radii aren't going to be that big, so I don't anticipate there being much issue in having to return to the centre before resuming the move order. If it ends up looking too weird we'll probably implement something along the lines of the timer.
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Post by nikink on Mar 30, 2015 20:19:11 GMT
Or you could set the chase radius as a function of the unit's stamina, so after they've given a chase they're all tired and therefore the chase radius is low. As they catch their breath and their stamina goes up again, so does the chase radius.
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