Opened 6 years ago

Last modified 3 years ago

#5150 new defect

Jebel Barkal improvements — at Initial Version

Reported by: elexis Owned by:
Priority: Nice to Have Milestone: Backlog
Component: Maps Keywords: simple
Cc: Patch:

Description

These issues were noticed in most games and they will be equally relevant when creating the next map with scripted opponents:

  • Player Placement: The placement currently groups players in two teams, one left, one right. But we also want to play diplomacy games without starting in very close proximity to opponents. Especially with 3 players, there is one having half the map for himself and the other two fight from minute 0 on. It could use the stronghold-placement pattern if there are more than two teams.
  • Elephant Balancing: The number of gaia elephants per wave is most influential on the difficulty of the map, but proportional to the number of elephant stables and the number of stables can vary from 0 to 9 on normal sized maps! This means sometimes hard is easy and sometimes easy is hard. Instead the number of elephants should remain independent from the mapsize, similar to how the total attackercount per building currently is antiproportional to the mapsize.

Balancing Exploits:

  • Spawn gaia ships to prevent people just waiting on the sea for others to die. (No ship before minute 30, maybe 4 ships after 60min in each wave on medium).
  • Hannibal demonstrated that elephants can be lured to enemies by placing a path of outpost foundations in their line of sight. The outpost could be forbidden. (CC foundations can't really form long paths)
  • Mapgen: Walls at the hill: When chosing a mapsize equal or greater than Large, there will appear walls behind the temples. But they are illogical, since the mountain would already be a sufficient wall.

Unit behavior:

  • City Patrol Paths: The units patroling the triggerpoints along the city roads chose a random order of triggerpoints. This means sometimes they get off from their paths and walk between houses or behind the temples, resulting in needless collisions which impact both performance and visual appearance.

Ideally the random map script and atlas could create triggerpaths (maybe the cinema paths format could be reused or refactored?) rather than creating the paths from triggerpoints with weird algorithms.

  • 5 Trade carts would be neat, especially if they had lots of loot. Adding very few roaming women, walking or idling near the city and roads too.
  • UnitAI: Sometimes units end up idling, but the expectation is that they always patrol when not fighting targets in line of sight. We can also notice reported formation bugs in about every game.

Change History (0)

Note: See TracTickets for help on using tickets.