#2009 closed enhancement (duplicate)
[PATCH] Spreading building arrows
Reported by: | sanderd17 | Owned by: | |
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Priority: | Should Have | Milestone: | |
Component: | Core engine | Keywords: | patch |
Cc: | Patch: |
Description
With the current buildingAI, the arrows it shoots are mainly concentrated at the beginning of the 2s timer. That's because the current formula shoots random*arrowsLeft arrows. So in the first turn, that's on average half of the available arrows (at least for high arrow counts, for low arrow counts, the Math.floor fixes part of the issue).
So I've changed the formula to spread the arrows in a more natural way. The more arrows a building has, the more obvious this change will be.
This is what I currently get for a fully garrisoned roman army camp: http://pastebin.com/b7HrEy8v
A better formula would spread the arrows. With my formula, I get the following arrow counts: http://pastebin.com/cTTabWzD
You don't even need statistics to see that's a more natural spread.
Attachments (1)
Change History (4)
by , 11 years ago
Attachment: | building-arrows.diff added |
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comment:1 by , 11 years ago
Keywords: | patch review added |
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Summary: | Spreading building arrows → [PATCH] Spreading building arrows |
comment:2 by , 11 years ago
Resolution: | → duplicate |
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Status: | new → closed |
comment:3 by , 11 years ago
Keywords: | review removed |
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Milestone: | Backlog |
Incorporated this patch in a bigger one (see #2010)