[ian-reeds-games] Re: Some thoughts on turns and rounds

  • From: "Carlos Macintosh" <sleepio1@xxxxxxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 12 Jan 2013 17:56:41 -0500

Hi Ian, just read this message. I think this is a good system, especially once you start adding more teams. I can't think of any immediate use for the duration=0 flag, but since it's not conflicting with much of anything else, it's probably a good idea to put it in just in case. Regarding neutral teams, I was thinking about this and how to put an AI into it. Here's what I've come up with, in a roundabout way.


Neutral teams can be lumped into 3 categories
1: neutral units that don't do anything and just kind of stand there. THese probably take the form of structures actually, and the point is just to destroy them to advance in the map. But also there could be, for example in a total war map, civilians that don't know what to do. 2. Neutral units that attack both sides. Pirates are the quickest thing that comes to mind here. But they'd wander around and find the closest unit and start attacking it. So you could use it to your advantage against the computer, or you might have a second enemy to deal with if they came calling. 3. Neutral units that help both sides. Like a wandering alchemist that kinda heals anyone he finds. This is kind of a far fetched idea but it's not far fetched to see like a priest that blesses both sides or something. Just my thoughts, I don't kno how you would use them, but I felt I should send this anyway.

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