I'm not exactly sure how this would work, but I'd really like pawns to be "smarter" about efficiently completing as much planned work as possible. Having them cross the map to harvest 3-4 plants and then returning to eat a meal without even bringing the just-harvested materials back with them is just so sad. Maybe when manual priorities are set then distance-to-job could take precedence over the default activity ordering?
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages1
#2
Ideas / Incoming Raid Detection
April 16, 2015, 07:15:46 PM
How are events currently generated by the AI?
I was thinking about the new amature astronomy joy activity and about how research eventually runs out of topics. What if there were a new structure we could research and then build late-game which, if currently operated by a colonist, would warn of an incoming raid and delay it by 1/2 hour per level of research of the surveillance operator. That would provide an end-game research-skill activity and a non-shooty improved defence for hopefully not much work, depending on how the storytellers currently work. If the code isn't set up in such a way that this is easy, then there are surely more pressing issues.
I was thinking about the new amature astronomy joy activity and about how research eventually runs out of topics. What if there were a new structure we could research and then build late-game which, if currently operated by a colonist, would warn of an incoming raid and delay it by 1/2 hour per level of research of the surveillance operator. That would provide an end-game research-skill activity and a non-shooty improved defence for hopefully not much work, depending on how the storytellers currently work. If the code isn't set up in such a way that this is easy, then there are surely more pressing issues.
Pages1