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S03, "The Naga's Nest": Find a way to keep the ogres from killing the nagas before you do #34

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cooljeanius opened this issue Dec 22, 2022 · 2 comments
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@cooljeanius
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I'm open to suggestions as to how to achieve this. Modifying the ogres' AI to be less aggressive, or to avoid certain tiles/terrains? Making use of the (deprecated) AI controller? Adding events to give the nagas reinforcements when the ogres attack them? @knyghtmare WDYT?

@cooljeanius cooljeanius added the enhancement New feature or request label Dec 22, 2022
cooljeanius added a commit that referenced this issue Dec 22, 2022
kind of addresses #34 but not fully; the ogres' "avoid" filter will need further tuning (current terrain globbing pattern misses tiles with overlays)
@cooljeanius cooljeanius added this to To Do in Wesnoth UMC via automation Dec 23, 2022
@cooljeanius cooljeanius moved this from To Do to In Progress in Wesnoth UMC Dec 23, 2022
@cooljeanius
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so after f6429a0 I might actually be able to close this now; dunno if I wanna bother updating the "avoid" filter or not...

cooljeanius added a commit that referenced this issue Dec 27, 2022
more messing with the ogre AI
closes issue #34
@cooljeanius
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ok so after 6d12290, the ogre AI is probably as good as I'm going to get it for now; I'm willing to reopen if someone has other suggestions, though
(note that by "good" I mean some combination of "makes the scenario fun to play" and "accurate to ogre behavior", rather than "smart", since ogres are supposed to be dumb, after all... but not so dumb that they don't do anything, though)

Wesnoth UMC automation moved this from In Progress to Done Dec 27, 2022
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