AI Can stack too many units

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Re: AI Can stack too many units

Postby SnotlinG » Mon Apr 02, 2012 8:22 am

# a bug with stacking> 8 has been found and fixed in version 0.8

# KGB, I found an income bug which also has been fixed in version 0.8. This bug only has minor impact though, so no great effect on ongoing games.

LPhillips wrote:Given the # of turns required to get 100%, the ruins tend to regenerate several times. I hope we can control that in the next scenario editor!

Im not sure I follow here, could you please clarify a bit?
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Re: AI Can stack too many units

Postby bengute » Mon Apr 02, 2012 11:46 pm

I think he means that because the map takes so long to complete, they can explore the level 3 ruin multiple times, and he wants to be able to control the ruin 'respawn' in a scenario.
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Re: AI Can stack too many units

Postby LPhillips » Tue Apr 03, 2012 4:07 am

bengute wrote:I think he means that because the map takes so long to complete, they can explore the level 3 ruin multiple times, and he wants to be able to control the ruin 'respawn' in a scenario.


Bengute is absolutely correct.
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Re: AI Can stack too many units

Postby SnotlinG » Tue Apr 03, 2012 1:01 pm

Aha, I dont think we will manage to add anything like that in next version as we are really finishing of the last stuff there now. :)
However, maybe in future we should in the mapeditor add a "respawnable" checkbox to the ruin which is checked by default (kind of the same as default defender checkbox for the income buildings/cities), and then you could decide if some ruins should never respawn... What do you think?
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Re: AI Can stack too many units

Postby LPhillips » Fri Apr 06, 2012 1:26 pm

That sounds very good, Snotling. That lets us control it individually, which is the very best possible option.

Alternately you could have a selection box just like the other ones for ruins. It would set the respawn rate for a ruin (something like 0 to 10%).
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