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01/08/2018
Currently on holiday so work might be a bit slow for a while.
15/07/2018
Human tribes are now splitting up and exploring the map. It's working pretty well. You can generate a map with a single Human tribe and it will expand and split into smaller tribes until the landmass is full. I am running into some kind of slowdown for maps bigger than 257, even after limiting population. I suspect territory handling needs to be improved. Also tribes are randomly going down to population 0. I added code to garbage collect them, and their territory will just suddenly pop out of existence. I'm guessing it has something to do with old code for food handling.
I improved the Tribal wandering AI, and didn't even need to put in pathfinding. They just will sometimes move 1 tile away from their territory, and then go back. This creates realistic-enough behaviour. I just need to put in interbreeding, conflict, and fix the food issues, and then the basics of the Tribe code should be done.
Now I'm working on Tribe combat. Combat may be initiated if 2 tribes are adjacent. This is the first instance of Tribe-Tribe interaction, and the first instance where I realise handling time acceleration is not going to be simple. For now I have decided that each tribe uses all of its ticks before any other tribe can move. Obviously this will cause different output if you simulate a month at a time, versus simulating a day at a time. This means history will not be repeatable from the base seed (unless you use the same time-skips every time), and also will likely have gameplay implications.
Regardless, I have decided to keep it like this, and a combat check is performed after each move. The tribe that calls the combat move gets the initiative, meaning they decide whether to attack, and what kind of attack to perform. To start off, it will be a bunch of dice rolls. I might include some basic stat stuff too.