Topic: are there still plans to teach the AI to micromanage level 10 soldiers? (and other stuff about AI efficiency)
fk |
Posted at: 2016-08-23, 13:06
This works but it does not solve the problem of the topic. Top Quote |
Tibor |
Posted at: 2016-08-23, 20:34
Do you mean that the code is there, only some GUI is needed to make it usable? Yes, it does not address the issue, but looks like low hanging fruit... Top Quote |
king_of_nowhere Topic Opener |
Posted at: 2016-08-24, 09:22
Seems a good idea. I only don't like that it will be easy to make for everyone. Took me a lot of experimenting to develop that strategy, and now every noob will be able to do it by pressing a couple buttons... Top Quote |
gnarfk |
Posted at: 2016-08-24, 09:29
i understand your feeling, but i think this game is not about micromanaging by clicking thousands of times.... Top Quote |
fk |
Posted at: 2016-08-24, 10:54
That's true, Tibor. In my own version I have simply set the value to true more than a year ago and it has always worked fine. It is a small but simple improvement. Personally I don't even think that someone would like to switch it off so you can save yourself the work of an additional button, which is not a bad idea because the main problem has not yet been solved. You may need (an)other button(s) even more and regret this button later, although it is not too hard to remove a button, but it may confuse the user. Top Quote |
teppo |
Posted at: 2016-08-24, 19:59
IMO, doing what K_o_N suggested would make the game more enjoyable. Is there a bug report? Top Quote |
Tibor |
Posted at: 2016-08-24, 22:04
I would still vote for new button. If militarysites can have analogous button, trainingsites can have it too. Top Quote |
fk |
Posted at: 2016-08-24, 22:37
@Tibor True, except that their meanings are different. One is about entry, the other about training order. My experience is that sometimes the player wants soldiers to be created for buildings that have become set to rookies (after expansion or so) but not for training sites. Producing no soldiers at all is no solution to this. Setting training sites to "don't train rookies" is the only way in which this can be achieved. Training camps (without evade training) should actually never accept rookies, although that would speed up training. Another discussion would be which soldiers are rookies and which are not (zero evade, 1 evade?). (I'm just saying this so that you can already look ahead) Top Quote |
teppo |
Posted at: 2016-08-25, 17:36
One possibility to tackle the need to micromanage, which would be quite easy to implement, too: Add the possibility to instruct trainingsites to only recruit trainees that are above (an user-selectable) level. In case of barbarians, many would set trainingcamp acceptance threshold to two (=battle arena maximum). Top Quote |
GunChleoc |
Posted at: 2016-08-29, 15:53
Thanks for flagging this - would you have time to fix this up? Busy indexing nil values Top Quote |