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Let units spread out own bed in the nearest tile lair.

Discussion in 'Suggestions' started by Ontos, Jan 6, 2017.

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  1. Ontos
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    Ontos Cultist

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    There is a well-established fact: the creatures carry his bed. You can throw their hand when they want to sleep in the new lair. With a probability of approximately 30 to 40%, they do spread a bed. That is, they carry accessories for sleeping with him.

    Will be very useful (especially in large maps with lots of passages, which rarely settles only 1 fight), to teach the units - once they go to sleep, go to sleep at first not occupied by the tile of the lair, closest to them at the moment.

    Yes, you can work hand, but when more reasonable units more 30, and the battle taking place in one or in another place, and there are tasks to work in different places, this will bring the game to its strategic part, the simulator god (since when the gods every snot wipe, personally?), and not to a primitive clicker "open the notification and drag unit".
     
    Last edited: Jan 6, 2017
  2. Ontos
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  3. Ontos
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    How can "right" to build a dungeon on a large map, more than 100 tiles on each side, if in different angles, for example, I need (if the map is such a struggle with the enemy in the corner, 2 passes) 2 Garrisons? I'll give the Ogre lair exactly between them. But until he comes back 50 x 1.4 (diagonal) cells x 2 - over 140 tiles, he will certainly be angry.
     
  4. Ontos
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    I hope that among the development team is not only the bureaucrats. And I, and you understand that any being can simultaneously be only 1 bed. When it is cast by hand at the lair, and make yourself a new bed - an old bed disappears.

    It's supposed to work, and the introduction of improvements. Just being spreads a bed in a new place (and old - to become free).
     
  5. Ontos
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    Yes, with the example above about the ogre and the garrison. You need to keep in mind that gateway does not necessarily exist in the map. There can be only 1 ogre, and absent any gateway.
     
  6. Nutter
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    This is incorrect information. A minion does not "carry it's bed" with it. A minion sets up it's bed once, and will only set up a new bed if the first one no longer exists, either because the lair it built it in was sold or claimed by an enemy or he bed prop itself was manually destroyed by the player by slapping it. Which will force them to build a new bed 100% of the time.

    There is no 30-40% probability of them making a new bed just by dropping them in a new lair, the player can however force a minion to create a new bed by destroying their old one and then dropping them in a new lair.

    Then you'll need to micromanage that single Augre to keep him happy, that's one of the challenges of a Dungeon Management Game, having to manage the creatures in your dungeon to keep them happy. That simulation aspect is part of what makes this a DMG rather than just a Dungeon themed RTS game.

    Once again you are talking about a map of your own designs which does not work within the normal bounds/designs of the game, so does not (and should not) be expected to work the same way. If you choose to create a map where a single Augre is forced to walk 50 tiles backwards and forwards between destinations, he will become unhappy about it due to his needs not being met.

    That is not the fault of the needs system, it is the fault of the map design. And either the map design has to change to resolve that issue, or the map maker makes no changes to the map but accepts that as an outcome of the design of that map.
     

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