Argpmait said:Let me rephrase my questions. I like to play games where the victory conditions is set to building the Tower of Mastery. However, most of the time I am unable to complete the game because the AI workers build a lot to mana nodes of the same type (instead of building 1 of each type). This include AI workers from the other AI players as well. So, when I finally explore the entire map, I found out that I am missing a few critical mana types (not found in the entire map) and hence I cannot build the tower.
Kael, perhaps we should allow a mana node to be destroyed, and let a different mana node be build in the same spot. This was possible in earlier versions. What do you think?
Thanks a lot. BTW, thanks for making such a fun and addictive mod.
We need an AI fix that will cause it to diversify a bit better (yet stil have some chance of duplicate nodes). And a AI change that just causes workers of human players to leave mana nodes alone entirely. That the real fix we want to get in.
I wouldn't mind a workaround until we get there but I dont want to make mana nodes "resetable". If we do that we open up a lot of exploits. Players could build fire, then get the eternal flame and destory the origional node. Even worse they could set all of their nodes to one type to get the free sphere ranks on creation, then reset the nodes so they can pick other nodes as they level.
I know its up to the player if he wants to take advantage of these exploits or not but I try to avoid that kind of logic because the optimal way to play the game shouldn't include un-fun steps like this. Its also intended for multiplay so I dont want people in games having to do this stuff to stay competitive or be put at a disadvantage because they arent doing it.
Nodes of your opponents shouldnt matter much because nodes always revert to base mana on cultural conversion. So whatever your opponent makes it into you will get to reassign it if you take it over. But we do need to do some work to keep automated workers from messing with the mana.