#3747: pickStructLocation() tweak for FACTORY and CYBORG_FACTORY
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Reporter: aubergine | Owner: Per
Type: to-do (no feature requests!) | Status: new
Priority: normal | Milestone:
Component: Engine: Scripting / AI | unspecified
Keywords: traffic jam, choke point, | Version: 3.1
structure, location, placement, | rc 3
pickstructlocation, spacing | Blocked By:
Blocking: | Operating System: All
| /Non-Specific
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For AI's, I don't think one space around land unit factories is enough to
prevent traffic jams in bases.
Screenshot of a traffic jam:
http://forums.wz2100.net/download/file.php?id=12523&mode=view
Could pickStructLocation() be updated so that FACTORY and CYBORG_FACTORY
require a border of 2 empty spaces rather than the current 1 empty space?
This will ensure that there's more room around these factories, reducing
base traffic jams.
Also, if the adjacent tiles were checked to make sure they are mostly flat
(very low incline/decline) it would reduce chances of factories being
placed too close to base entrance or on narrow land strips next to water /
hill terrain.
While this won't solve the problem of narrow terrain choke points causing
traffic jams, it will significantly reduce traffic jams within and around
bases. I imagine it's a relatively easy change to make (the slope
detection might be harder tho?) even for RC 4 - it could give the 3.1
branch a decent reduction in traffic jams, making NullBot much more
effective at getting its troops on to the battlefield.
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Ticket URL: <http://developer.wz2100.net/ticket/3747>
Warzone 2100 Trac <http://developer.wz2100.net/>
The Warzone 2100 Project
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