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Author Topic: Algorithmic suggestions to improve sieges.  (Read 3595 times)

Mephansteras

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Re: Algorithmic suggestions to improve sieges.
« Reply #15 on: August 28, 2008, 10:28:03 am »

I don't think Jackrabbit was saying moats shouldn't be bridged, just that they shouldn't build permanent bridges. He was suggesting having them lug portable bridges made of wood with them, that they throw over the moat to cross it.

Really, from a game mechanics point of view, it'd just be a 1-tile wide wooden bridge long enough to cross the entire moat. But it'd do the trick.
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Zemat

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Re: Algorithmic suggestions to improve sieges.
« Reply #16 on: August 28, 2008, 10:41:08 am »

Also good post OP, "your ideas" have been suggested many times in the past years, but you summed it up nicely.  8)

Heh, It's almost impossible by this point to come with something completely original and I'm aware most of the stuff I said was probably already suggested. Mostly what I try to do is to rework and organize some old suggestions to make them more reasonable and workable. I usually get inspired to do this from current conversations in other threads.
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Dae

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Re: Algorithmic suggestions to improve sieges.
« Reply #17 on: August 28, 2008, 01:33:50 pm »

I may be wrong, but to me it seems pretty impossible (even though Toady may make it work) to have an AI that recognizes e.g the Degrinchinator as a trap, and how it should be circumvented.

Wouldn't be that hard. From the list of all deaths, find the ones with the same reason (e.g. incased in ice). Then try to find a link with hour of death (thus making possible to count how many activation of a trap - even though I haven't a clue about how useful it is).
Finally, with the two most extreme goblins' coordinates (meaning lowest x, y z for one and highest for the other), you can determine a zone being trapped.

Bonus points if you can separate different groups of deaths caused by several traps in different rooms. Alternative method could be done by expanding a zone from a goblin until all are in (then until it fills the whole room?) in the same way room designation works.
More bonus points if you can keep track of raising bridges, closing doors, crumbling corridor, anything that stopped the siegers' progress, and mark the zone as forbidden under any circumstances. Shouldn't be a problem because currently units check the way pathfinding found for them every few frames.

The last one should especially be useful.
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Granite26

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Re: Algorithmic suggestions to improve sieges.
« Reply #18 on: August 28, 2008, 01:49:23 pm »

or just
Code: [Select]
For all Goblin Deaths where cause of death is not Dwarf blade or stonefall, avoid that square at a strength of X. 

If a goblin escapes, add the list of squares penalties to the default penalties for future invasions.  Also add stonefalls and blades at this point.

Also, it would be cool if you could do

Code: [Select]
For all squares that a goblin has never seen, add 5 to it's pathing cost.
That way, they would prefer known routes, until enough had died, then they would start looking for other ways in.

Yes this is prohibitively CPU cycle expensive.  So sue me.

Tormy

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Re: Algorithmic suggestions to improve sieges.
« Reply #19 on: August 28, 2008, 05:09:26 pm »

I don't think Jackrabbit was saying moats shouldn't be bridged, just that they shouldn't build permanent bridges. He was suggesting having them lug portable bridges made of wood with them, that they throw over the moat to cross it.

Really, from a game mechanics point of view, it'd just be a 1-tile wide wooden bridge long enough to cross the entire moat. But it'd do the trick.

Yes but what if the moat is 10 tiles wide for example?
Actually you cannot make this "bridge over the moat" suggestion realistic ever.
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Tormy

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Re: Algorithmic suggestions to improve sieges.
« Reply #20 on: August 28, 2008, 05:10:31 pm »

Also good post OP, "your ideas" have been suggested many times in the past years, but you summed it up nicely.  8)

Heh, It's almost impossible by this point to come with something completely original and I'm aware most of the stuff I said was probably already suggested. Mostly what I try to do is to rework and organize some old suggestions to make them more reasonable and workable. I usually get inspired to do this from current conversations in other threads.

Now this is why Ive created the Master List of Suggestions topic.  8)
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Zemat

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Re: Algorithmic suggestions to improve sieges.
« Reply #21 on: August 28, 2008, 05:45:30 pm »

I don't think Jackrabbit was saying moats shouldn't be bridged, just that they shouldn't build permanent bridges. He was suggesting having them lug portable bridges made of wood with them, that they throw over the moat to cross it.

Really, from a game mechanics point of view, it'd just be a 1-tile wide wooden bridge long enough to cross the entire moat. But it'd do the trick.

Yes but what if the moat is 10 tiles wide for example?
Actually you cannot make this "bridge over the moat" suggestion realistic ever.

Pontoon bridges. Easy to build, easier to destroy 8)

Edit: Oh, by the way. Thanks for adding this post to the list :D
« Last Edit: August 28, 2008, 05:50:53 pm by Zemat »
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Tormy

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Re: Algorithmic suggestions to improve sieges.
« Reply #22 on: August 28, 2008, 06:01:22 pm »

I don't think Jackrabbit was saying moats shouldn't be bridged, just that they shouldn't build permanent bridges. He was suggesting having them lug portable bridges made of wood with them, that they throw over the moat to cross it.

Really, from a game mechanics point of view, it'd just be a 1-tile wide wooden bridge long enough to cross the entire moat. But it'd do the trick.

Yes but what if the moat is 10 tiles wide for example?
Actually you cannot make this "bridge over the moat" suggestion realistic ever.

Pontoon bridges. Easy to build, easier to destroy 8)

Edit: Oh, by the way. Thanks for adding this post to the list :D

Yeah but that bridge only works on water!  ;D
Ah well hehe.
This topic is very good, and since youve summed up the siege suggestions what we had so far quite nicely here, it must be on the list! Good job!  8)
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