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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