Pureon, on 20 November 2011 - 03:30 PM, said:
- Laying foundations in places it cannot build - Neareastern Badland's flat-top cliffs.
- Trying to gather resources from places it cannot gather - Latium's cliffs that sometimes have resources on them. (The random map should really be fixed to prevent resources on cliffs)
I just committed the enabling code for accessibility checking recently, I have enabled it for building placement quickly, I will try and get it done for resource fairly soon.
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- When defending it's territory, the defending soldiers walk all the way to the enemy base when enemy soldiers retreat. They shouldn't defend that far out of territory.
I just committed a fix for this.
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- In the first few minutes, qbot builds horse soldiers that don't do anything until it's time to attack/defend - it could instead build the horses much later and focus only on citizen-soldiers in the first few minutes to help with economy
This needs dynamically adjusting priorities for the different queues, the code is there but what needs to be worked out is how they should vary for good game play. If anyone feels like working out a decent system then I could code it in quickly. Otherwise I will get round to it eventually. Basically it would be a function of the number of female citizens and the number of citizenSoldiers and possibly time (female citizens are much more stable than citizenSoldiers because the citizenSoldiers get sent off to die fairly regularly). (Note for qBot cavalry aren't considered citizenSoldiers because of their limited economic benefit)
I am hoping to get through your suggestions list (excluding advanced territory expansion) along with some extra military improvements in time for Alpha 8. The next week will be busy with maths work but hopefully by Friday I will have finished all the work due in this term.