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  #21  
Old 04-17-2008, 05:07 PM
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Originally Posted by Joseph Visscher View Post
But it will still be upto you on how many do what, I do not believe we will have AI that will automaticly move lets say 10 workers logging wood to go mine some gold if your running out of gold.
I actually think there's an important middle ground to hit here. While we don't want the computer making executive decisions for us, we do want it to streamline redundant or trivial tasks. What could be useful is a central way to manage the workforce without having to command workers individually. We don't want workers being automatically allocated from lumber to gold just because the AI decided it should be, but there should be a streamlined way for a player to quickly make such a change.

The amount of workers assigned to every type of job (farming, building, mining, chopping, etc) could be controlled via a central interface, and therefor workers could be easily allocated from one job to another without having to individually find and assign workers. As well, that could automate the replacement of workers killed by harassing enemies. The streamlining of the user-worker relationship offered could be quite beneficial to the overall experience.
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  #22  
Old 04-18-2008, 12:30 AM
frankein_fish frankein_fish is offline
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Originally Posted by Darvin View Post
The amount of workers assigned to every type of job (farming, building, mining, chopping, etc) could be controlled via a central interface, and therefor workers could be easily allocated from one job to another without having to individually find and assign workers. As well, that could automate the replacement of workers killed by harassing enemies. The streamlining of the user-worker relationship offered could be quite beneficial to the overall experience.
That's acctuly a quite good sugestion, with an simple interface handling ur worker's whitout taking away the most critical elements could work!
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  #23  
Old 04-18-2008, 01:37 AM
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Aye, this is something I've been thinking about, Darvin.

The interface would display for each task the number of workers, and you could hit "+" or "-" to increase or decrease the number of workers assigned to the task. "+" would take them from the inocuppied pool, and "-" would add them to that same pool (they'd go back home if not already around there).

But you could still give them orders manually one by one, for example if you really don't want a part of the forest to be chopped down. Or maybe in this case you would even have a little lasso icon next to the lumberjack task, and would use it to lasso select the trees that your workers are authorized to chop down. Then, when the zone is empty, there could be a sound and written warning (and maybe the lumberjacks would try to help elsewhere if they can, while still stated as "lumberjacks", until you define a new zone?).
Etc. etc.

Edit : Of course, this would not prevent the AI to do the stuff we expect from it, as soon as it's not contradictory to our last orders.

Last edited by Ovocean : 04-18-2008 at 02:22 AM.
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  #24  
Old 04-18-2008, 10:12 AM
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Real Time means that it is not turn based, that the players play simultaneously; this has nothing to do with things like "the player has to control everything" or anything else.
Well the micromanagement is greatly increased, and thus as a result of being a non-termbased game where you wouldn't do much micromanagement (look at AoW and HeroesofMightandMagic). With the simplest definition of non termbased comes the added bonuses, which I thus add (wrongly or rightly) as part of the definition.
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  #25  
Old 04-18-2008, 05:31 PM
LordSlayer LordSlayer is offline
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Even if I'm looking forward to having a little help with the micromanagement, I just hope the AI won't do stupid things (like cutting down a forest when half your army is hidding in it!).
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  #26  
Old 04-18-2008, 06:34 PM
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That would actually be strategic because it would rid you of your cover.
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  #27  
Old 04-19-2008, 05:27 AM
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So your AI is working... against you?
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  #28  
Old 04-19-2008, 06:29 AM
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Oh, I didn't know it was on your team.
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  #29  
Old 04-19-2008, 10:38 AM
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Originally Posted by Puppeteer View Post
the unit cycle that Aoe3 had, whereby you click a button and the unit queue is repeated
Might be good but then it advantages people that make only 1 type of unit instead of trying to evolve to their needs.
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