hey heyYes Please share. The system as is, kinda works, but have room for improvement
so i kinda fiddled with an idea.
ill try to be focused with the method:
- assume UPT 10
on move check - run over all potential tiles if > 10 -> cant move to
if all tiles are above 10 -> choose the one with 10 that is more likely (highest priority) and allow movement into -> e.g upt = 11.
all tiles are 11 -> check, allow a 12 upt.
if stack is above 10, and the target tile is les then 10, move all units to fill in the 10, other left over units are banned from that tile.
in theory -> ai will never get stuck nor a human, it will always have room to move to.
this will make sure stacks are built above 10 only if there is room.
i think this will bring control to the stacks in an elegant way without hindering the ai . something like - Dispersed Stack limits
it will have to include lots of here and there logic and functionality.
but i invested my effor in the last year with CITY STATES and my Ranged attack...