So ok, the
basic setup for
"Animal Cave" and
"Raider's Camp" has been implemented.
@Schmiddie has of course improved the graphics.
Meaning that the Goodies are
generated already and
give appropriate rewards like they are supposed to.
The
DLL game logic is still
not complete yet though. (Basics have already been implemented though.)
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First I still need to implement a nice
spawning logic of the "Protectors" of those goodies that
works for all these cases:
(I have a concept for it, but it is not yet fully implemented.)
- Protected Goodies placed manually (ingame)
- Protected Goodies already placed in Scenario Map
- Protected Goodies generated by Randomized Maps
- Protected Goodies generated by MapScripts
And of course the
Goody Protector (until we might additionally add a Game Option for further spawning) shall be
spawned only once.
Second [DONE] AI logic
It is actually a
pretty simple AI logic: "Stay where you are and fortify."
Otherwise these stupid animals keep running away from their cave ...
Third [DONE] Inculded in AI logic:
The
Human Player founds a city next to one of these "Protected Goody" it will of course
trigger and remove the Goody.
Meaning the "Goody Protector" has no "Goody to protect" anymore.
Then the "Protectors" need to
switch back to their
normal AI behaviour.
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Summary:
The feature is actually
a bit more tricky than I first expected.
However it is of course
also not that much work or that difficult.
I am still pretty sure it will
a nice litte addition.
And of course I am
having fun with my new toys ...
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It is all not that difficult, but I will probably need a bit of time to finish and finetune all Details.
This evening I will also relax a bit with some Movies.
Screenshots:
(Again, it is not yet finished.)