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Creep AI state #142
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After few years playing Rampant I must say, that this activity must completely replace SiegeAI in all vengeance and pollution triggered activities. Sieging settlements must take place only during SiegeAI phase, while in all other algorithm outcomes it must be replaced by Creeping or something else (remote attacks or whatever it be). Reasons are the following:
SiegeAI is all about chances. As I wrote in other issue Sieging fails in over 70% cases. In remaining part it sometimes causes catastrophic effects for player (in 1..2% cases) when sieging is combined with retreating (new Rampant feature) and revenge leading to a number of nests clusters suddenly appearing out of nowhere - that's really fun and hot in midgame, but too rare and it is effectively stopped in endgame. :-( Also randomizer still can't store its seed in savegame or depends on many other small not-relevant events combo, thus player can't make it happen again after gamesave reload :-( |
Players often build walls and defenses on some relatively close distance from biters to make a protective border. Therefore this MigrationAI submode will be some kind of SiegeAI, which keep a non-interrupted line of biters structures from center of original biters nests location to player's walls/turrets. It will be very different from SiegeAI in one aspect: SiegeAI sends settlers squad from anywhere to build nests nearby player structure without relation to existing nests/worms in range (so SiegeAI usually makes nests without other nests nearby - neighbourhood and collective protection is accidental)
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