Thanks Tynan!
After a quick glance, it looks like the storyteller watches for a few different things in order to make a decision about events:
1. Amount of fire in base
2. Amount of strength
-This appears to be based on number of colonists + number of turrets
-As far as I can tell, both colonists and turrets count for the same amount towards colony "strength"
3. Amount of danger
-Appears to be several different "danger states": None, low, and high
-Affected by number of hostile pawns, if there are squads of them, and when the last colonist was harmed
4. Amount of damage
-Damage must have been caused by outside source, not by the colonists
5. Wealth of colony
-Takes into account: Cost of items in stockpiles, cost of equipment on colonists, cost of buildings, and total health of colonists
6. Ramp up factor
-Difficulty ramps up over time
With this knowledge, the AI I'm working on should be able to learn when and what kinds of events are happening.
Also I just wanted to add: digging through the code has been awesome. As a potential game developer myself I took a lot of enjoyment out of digging through this. I applaud the readability of your code, Tynan. All the variables are clear enough that I can quickly glance at a file and get a general idea of what its function is. Not to mention your game is fantastic! Easily one of my favorite games of all time.
After a quick glance, it looks like the storyteller watches for a few different things in order to make a decision about events:
1. Amount of fire in base
2. Amount of strength
-This appears to be based on number of colonists + number of turrets
-As far as I can tell, both colonists and turrets count for the same amount towards colony "strength"
3. Amount of danger
-Appears to be several different "danger states": None, low, and high
-Affected by number of hostile pawns, if there are squads of them, and when the last colonist was harmed
4. Amount of damage
-Damage must have been caused by outside source, not by the colonists
5. Wealth of colony
-Takes into account: Cost of items in stockpiles, cost of equipment on colonists, cost of buildings, and total health of colonists
6. Ramp up factor
-Difficulty ramps up over time
With this knowledge, the AI I'm working on should be able to learn when and what kinds of events are happening.
Also I just wanted to add: digging through the code has been awesome. As a potential game developer myself I took a lot of enjoyment out of digging through this. I applaud the readability of your code, Tynan. All the variables are clear enough that I can quickly glance at a file and get a general idea of what its function is. Not to mention your game is fantastic! Easily one of my favorite games of all time.


