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Make biters avoid defences

Posted: Tue Apr 21, 2015 2:40 pm
by quinor
They are not very smart for now. Even if they need complete AI rewrite, maybye just for now give them ability to avoid defences while travelling by eg. Incerasing travel cost around towers in pathfinding code. It will force players to put much more effort in setting up defences before proper, "smart" ai will be introduced and should not take much time to implement.

Re: Make biters avoid defences

Posted: Tue Apr 21, 2015 4:26 pm
by ssilk
I would like to have that implemented with pheromones.

https://forums.factorio.com/forum/vie ... ilit=smell

Re: Make biters avoid defences

Posted: Tue Apr 21, 2015 9:06 pm
by quinor
Yeah, I've forgotten about the pheromones :) That's much better idea. Still, I meant this one to be kind of placeholder.

Re: Make biters avoid defences

Posted: Tue Apr 21, 2015 9:14 pm
by ssilk
Yeah, the pheromones idea is also not very far grown. The problem is, that the devs are needed to implement a first better-than-nothing version of "pheromones spreading". It's a bit like the pollution spreading, but we don't know, what we really would need and it could be complex to calculate that, cause we need to calculate it on tiles, not on chunks...

Re: Make biters avoid defences

Posted: Wed Apr 22, 2015 7:41 am
by Peter34
ssilk wrote:I would like to have that implemented with pheromones.

https://forums.factorio.com/forum/vie ... ilit=smell
That could be a good idea. I mean, I haven't read the linked to posts yet, but something where Biters and Spitters leave some kind of pheromone trail with "plusses" and "minusses" depending on how much or little martial success they have.