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Donelladan wrote:I have no real idea about what it would take, but I don't think coding would be that difficult since bot are already coded.
Basically it is like we put the code from the bot, and give him all neutral, with the bot randomly attacking everyone else than him as he would do.
So, imo, coding should be relatively easy.
I've just logged in for only about the second or third time in 5 years or more ... I'm not playing games and just drop in randomly to see how CC is doing. I usually look at how many new maps there are live and in development, how many games are in progress and, just for old time's sake, check how deep my long loved suggestion is buried here in the Suggestions forum.on 19 May 2010 JoshyBoy wrote:Anyone heard from cicero? It's his idea so it's probably best if we double check all the details with him before submitting.
Cheers, JB
My intention always was that it should be a game option and I'm pretty sure that in my era that was generally agreed. There were maps even then (I think somewhere in the intervening pages I read there were 71 in 2008 compared to the 270+ you have now) where the infected neutrals would almost certainly overwhelm the players, but I retain my original opinions (shared by some of the recent contributors) that; (i) winning a game by ensuring you are the last to survive is a legitimate goal target if you're playing with IN (infected neutral) hordes on the board and (ii) that the existence of the IN option doesn't force anyone who doesn't like it on a particular map (or at all) to use it. As an analogy I certainly never enjoyed the freestyle option when I was here and, apart from the handful of games I played to form that preference, never played it. I didn't argue that the option should be removed because it ruined the CC game experience (even though for me it did). Having said that perhaps there are now maps that would be totally broken by the use of the IN option. If so I still think it would make for a broader, more varied (dare I say more enjoyable?) experience for the option to be removed (or forced to "off") for those maps at the game creation stage, not via XML control. As has been noted, both in my era and recently, a very significant disadvantage of combining IN implementation with XML control is that it renders all existing maps unusable with IN until or unless the XML is updated.Should it be XML only or a game option?
No. Really it shouldn't. Read the earlier pages of discussion to see why the logic in the final suggestion is as it is. Zombies (I mean IN) are stupid and predictable. Using one's understanding of their predictable behaviour to influence the outcome of a game in your favour is the skill element that enhances the game. Any random elements to their behaviour just add more luck to a game mechanic which already has plenty (dice and drop).Shouldn't the IN behaviour be more random?
on 25 Sept 2013 yeti_c wrote:This suggestion is still the best suggestion that hasn't been realised on this site.
C.
degaston wrote:So a zombie 3 will attack with 3 dice and a zombie 1 will attack with 1 die. It works thematically because a zombie territory should always be a threat, even if there is only one, and zombies are not known for their strategic thought, and will charge a loaded shotgun. (If a zombie 1 attack fails, then it remains a zombie 1... because they're already dead)
Metsfanmax wrote:degaston wrote:So a zombie 3 will attack with 3 dice and a zombie 1 will attack with 1 die. It works thematically because a zombie territory should always be a threat, even if there is only one, and zombies are not known for their strategic thought, and will charge a loaded shotgun. (If a zombie 1 attack fails, then it remains a zombie 1... because they're already dead)
Does this mean we have to code in a trigger that says only attack once if a zombie territory has one troop left? Does it try this once every turn? How does that work?
Code: Select all
Before the game starts, define an aggression factor between 0 (zombies never attack) and 100 (zombies always attack)
After every player's turn, the zombies get a turn.
=== Begin Zombie Attack ===
Build a list of every unique combination of a zombie territory bordering a human territory. (Not including bombardments or conditionals)
Shuffle the list in random order.
For each item in the list:
Generate a random number from 1 to 100
If the number is less than or equal to the aggression factor, then a single attack is made. Zombies attack with one die for each troop on the territory, up to 3. Defending humans roll 1 or 2 dice as usual.
Any defending troops lost in the attack are added to the attacking territory.
Zombies do not lose any troops when attacking, only when defending. (I had not specified this before, but it seems like the most consistent behavior when combined with the idea that even a single zombie troop can attack.)
If the human territory is defeated, half of the zombie troops advance to the defeated territory.
Repeat for the rest of the list. If a human territory is defeated, then any other zombie attacks on it will be ignored.
Metsfanmax wrote:Yes, it does, thank you. It seems like this is the best option out of all the above, based on what I can tell. The original "give one troop to every neutral territory" is broken for the reasons mentioned. Your version prevents that while still giving the zombies meaningful power via the attack with one troop tactic.
cicero wrote:I've just logged in for only about the second or third time in 5 years or more ... I'm not playing games and just drop in randomly to see how CC is doing. I usually look at how many new maps there are live and in development, how many games are in progress and, just for old time's sake, check how deep my long loved suggestion is buried here in the Suggestions forum.
This time I'm amazed to find it right at the top of the pile! (Even before this post of course.) So now I'm reading from JoshyBoy's post quoted above onwards to see what (if anything) all the activity is about ...
( i think ...
) {Icepack is known to be verrrry busy recently} 

MagnusGreeol wrote:- Love this idea, But how's about instead of a predictable alphabetical from A-Z, The infected randomly jump from alphabetical A-Z to Z-A, that way there's no predicting which way They actually turn? So the first round could be A-Z, the second and third Z-A, and randomly jump back and forth with unpredictablity? We could call it the AZZA effect? ")

