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Sign up[RDY] Increase to horde interest with sound source and other small changes #20183
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Firestorm01X2
added some commits
Feb 2, 2017
Firestorm01X2
changed the title
[RDY] Small increase to horde interest with sound source
[RDY] Small increase to horde interest with sound source and other small changes
Feb 2, 2017
Firestorm01X2
changed the title
[RDY] Small increase to horde interest with sound source and other small changes
[RDY] Increase to horde interest with sound source and other small changes
Feb 2, 2017
Firestorm01X2
changed the title
[RDY] Increase to horde interest with sound source and other small changes
[WIP] Increase to horde interest with sound source and other small changes
Feb 3, 2017
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Firestorm01X2
changed the title
[WIP] Increase to horde interest with sound source and other small changes
[RDY] Increase to horde interest with sound source and other small changes
Feb 3, 2017
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15 overmap tiles is a little too much imho, but I like the other changes that make them less predictable. |
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Firestorm01X2
changed the title
[RDY] Increase to horde interest with sound source and other small changes
[WIP] Increase to horde interest with sound source and other small changes
Feb 3, 2017
Firestorm01X2
changed the title
[WIP] Increase to horde interest with sound source and other small changes
[RDY] Increase to horde interest with sound source and other small changes
Feb 3, 2017
Firestorm01X2
changed the title
[RDY] Increase to horde interest with sound source and other small changes
[WIP Increase to horde interest with sound source and other small changes
Feb 3, 2017
Firestorm01X2
added some commits
Feb 3, 2017
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Firestorm01X2
changed the title
[WIP Increase to horde interest with sound source and other small changes
[RDY] Increase to horde interest with sound source and other small changes
Feb 3, 2017
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Can you add a table depicting some common values? It's always good to have EDIT: I mean in the PR description, nothing code-related. |
Coolthulhu
reviewed
Feb 3, 2017
| @@ -3020,25 +3020,37 @@ void overmap::signal_hordes( const tripoint &p, const int sig_power) | |||
| if( !mg.horde ) { | |||
| continue; | |||
| } | |||
| // Horde has 33% chance to simply ignore signal. | |||
| if( one_in( 3 ) ) { | |||
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Coolthulhu
Feb 3, 2017
Contributor
I don't like that one. Consider nuke going off vs. 3 shots in a row.
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Firestorm01X2
Feb 3, 2017
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Author
Contributor
About 3 gunshots and minuke. It s=not about it. It is about
It should make horde reaction less predictable for player.
"Do I lure them now or maybe not?"
"How fast do they come to me? Do they reach me in one hour or I have more time?"
Also it is scramble horde reaction on continous shooting. Possbile horde that closer to you do not start to run toward you faster but other will.
Also it is slight buff to player survivability after setting minimum horde interest.
Also not that there is luring tactis so player specially shooting to lure hordes from scavenging places.
http://smf.cataclysmdda.com/index.php?topic=14089.0
Right now hordes leave the intended aria in the city and ghater up in the center or somewere close ,leaving you free hoses and other building to loot you can go around the outskirts of a city the first time to activate them and then when the gather up you will have tons of loot to take ...or shoot HEAT or HE tank rounds in the middle of them :)
So adding a little more randomness may help to make that tactics a little more problematic.
It is not perfect solution but it make sense.
Of course it can be easily removed. Or lowered to 25%, for example.
Also we should note that now there is a lot mini hordes that contain few zombies. So results of that 33% may be very unpredictable.
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Tables are ready. I can quickly remove 33% chance if needed. Anyway real results about how it plays should come from prolonged game session from multiple users. |
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You can make clean tables in github like this:
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Tables are ready. Also fixed interest after second shot in tables. |
Firestorm01X2
added some commits
Feb 3, 2017
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I thought about that 33% and decided to remove that chance. Instead I changed roll to signal reaction a bit to prevent guaranteed reaction on more loud signal. |
Firestorm01X2
added some commits
Feb 6, 2017
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Reduced interest per signal value to 15 from 18. Just small adjustment. Tables were updated also. |
Firestorm01X2
added some commits
Feb 6, 2017
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Set initial signal to for horde to 30. Tables updated. |
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Bonus roll to give horde ability to miss the signal removed. Actually city horde already has good chance to miss signal, because horde that roaming to city already get interest 100 to random city target by roaming behavior. There is already good chance for city horde to miss the sound. So my bonus do not needed. This way horde, targeted outside the city will react to shot for sure. Horde that targeted city - not guaranteed. Looks like that this is not intended behavior of roaming logic. But it is logical. Let's keep that logic. Ready. |
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Just decreased maximum hearing distance for horded to 13 overmap tiles as it was before. Well, hordes are not supposed to be full on hardcore mode. Still ready. |
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Ready. |
Coolthulhu
self-assigned this
Feb 23, 2017
Coolthulhu
merged commit bd4f6e5
into
CleverRaven:master
Feb 24, 2017
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Wasn't easy to test because while it's just one function, the horde functionality looks totally broken. |
Firestorm01X2 commentedFeb 2, 2017
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edited
Modification for #19222
That PR changed signal calculation for hordes. But interest value was bit off.
That makes hodes less aggressive in certain conditions.
Done:
Proposed changes should make hordes more aggressive and slightly less predictable. Signal calculation is the same.
Signal logic for hordes:
Signal is distance of hearing for hordes in submaps.
So signal= 30 will be heard from approximately 15 overmap tiles.
sig_poweris that signal valueinterestis value between [15, 100]. If it will be seto to value more than 100 - then it will be capped to 100. Also for lower cap.interestis chance for horde to move. So it is speed also. Ifinterestis 15 or less than horde lost target and start roaming (get new random target with new interest). Horde loss 1 point of interest every few minutes on plain. In forest horde drain interest 6 time faster. On river - 10 times faster.About hordes targeting. If horde gets signal for the first time than interest will be just set. But if horde get signal near it's current target than interest will be increased for some value.