On Tue, Mar 11, 2008 at 6:13 PM, Bradley Arsenault <[EMAIL PROTECTED]>
wrote:

> Your new proposal would mean that you can't force a conversion on an
> enemy. Heres a concept that will be far easier to control to get just the
> right level of conversion, rather than algorithmic changes.
>
> Currently, the happiness an inn can provides is a function only of the
> fruit it has within. Thus, a unit chooses the closest Inn for every team and
> converts based on which has the largest happiness.
>
> All we have to do to modify the level of conversion is to give units a
> "loyalty" factor, rather than make them entirely hedonistic and always
> willing to convert to get more happiness. Basically, the local team's
> happiness level is multiplied by this 'loyalty' factor, which we'd have to
> determine through experimentation. This gives units a bias to stay on the
> current team, and we can easily control the amount of bias until we get the
> right level of conversion.
>

Add to that that distance could also be considered a factor in 'potential
happiness', and the level of the inn.



-- 
Extra cheese comes at a cost. Bradley Arsenault.
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