Brainstorm Creature Mechanic - Imp priorities
So, this issue with the imps not taking the closest job has now been "solved". The player may notice some minor issues, but I think it is so rare that it should be okay.

This is how it works:
- When a new job for the free workers is created (this do not apply to the workers in the rooms) the job will first look if there are a imp next to the tile the job is on and if the imp is free he will get assigned to it. This will automatically solve the issue with path claiming, reinforcing, building, etc..
- The second modification I did was that for each second a job is "alive" it will allow more workers farther away to take the job.
In technical terms:
Minimum distance between worker and job is = 1 + ((Job lifetime)^2)
Work lifetime < 1 sec = 1 tile away.
Work lifetime = 1 sec = 3 tiles away.
Work lifetime = 2 sec = 5 tiles away.
Work lifetime = 3 sec = 10 tiles away.
Work lifetime = 4 sec = 17 tiles away.
Work lifetime = 5 sec = 26 tiles away.
Work lifetime = 6 sec = 37 tiles away.
And so on...

This will force available workers close to the jobs to take the jobs before a worker farther away.
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Brilliant! I see less cursing my Imps in the future.
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yeah, for sure. I also see less need for any of us to be requesting a slap the imps feature, since the imps wouldn't annoy us quite so much by not being efficient. Tongue
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The Golden One!
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Speak for yourself, I still get some entertainment from Smackin' my Imps Up! Although if we could get DM Pranks incorporated later, that would satiate me.
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Yeah, I'd love to see DM pranks too! I would also still like to be able to smack those imps around every now and then just for them being imps.
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The Golden One!
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We will get more pranks in the future, but before pranking, they need to do their job Tongue
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I totally agree.
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The Golden One!
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So I am trying my hardest to get a successful run in hard mode, but one thing that is really hampering my success is the fact that Imps would rather be picking up items than constructing the traps I need before I get overrun. I think this task should be last on their priority list. Now that doesn't mean that production delivery should be at the bottom of the list too, just the resources that are laying about.
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(27-09-2014, 04:48 PM)Mello Tonin Wrote: So I am trying my hardest to get a successful run in hard mode, but one thing that is really hampering my success is the fact that Imps would rather be picking up items than constructing the traps I need before I get overrun. I think this task should be last on their priority list. Now that doesn't mean that production delivery should be at the bottom of the list too, just the resources that are laying about.
I second to that, they should use the closest laying resource and do the storing as a clean up work if they are really bored
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