davidlallen
Deity
I have some partly worked out design and implementation for worm riders, and I need design assistance to get something which is fun and usable by the AI.
As usual, it seems, I have been creating fun, dune-like mechanics, which the AI can't use. In some early version like 1.1.2, I added a thumper, which is an immobile unit dropped by units with the thumper promotion. If a sandworm sees this unit anywhere in its vision radius (2 tiles) it will immediately move towards it and destroy it. You can use this to control where sandworms go. There is code to create a sandworm if the thumper sits for 4 turns without being destroyed, but I don't think that part was actually working.
I have made some local changes to this. Now a thumper will actually cause a sandworm to appear. Also, and more importantly, I have added code for the case where a sandworm attacks a tile which has both, a thumper unit and any other unit with the thumper promotion. In this case a Worm Rider unit is generated, and the sandworm and thumper units are destroyed. The unit with the thumper promotion is unchanged.
I was hoping to use this as a way to create early game transport units for the Fremen civs. If the worm rider unit xml is changed to have transport capability, this will work for the human player. But the AI will not understand to (a) get the thumper promotion, and (b) send out the unit to generate the worm rider. Ideally, you would do this a few turns in advance of your amphibious attack so that the worms arrive just in time to be ridden.
There are some other ways the thumper promotion could be used. It would be possible to add code that if any unit in the stack has the thumper promotion, the worm will still attack but will be captured. Or that it won't be attacked at all. Then we can build a UU for the Fremen civs which is a scout that starts with the thumper promotion. The mid-game tech Thumpering would allow other civs to do this also. This way, Fremen will have a small advantage that their scouts never get eaten.
I was also thinking that instead of generating a worm rider unit, a sandworm attack on a thumper could give the unit a temporary promotion which allows fast movement. Say after 10 turns it expires, but during that time the unit has move 3 and cannot enter hills or peaks. Perhaps that would have to be implemented as temporarily switching to another unit type. This would also allow faster scouting.
I am not sure that is a strong benefit; it would be much better to find a way the AI could use early game transport built this way.
Any brainstorms welcome.
As usual, it seems, I have been creating fun, dune-like mechanics, which the AI can't use. In some early version like 1.1.2, I added a thumper, which is an immobile unit dropped by units with the thumper promotion. If a sandworm sees this unit anywhere in its vision radius (2 tiles) it will immediately move towards it and destroy it. You can use this to control where sandworms go. There is code to create a sandworm if the thumper sits for 4 turns without being destroyed, but I don't think that part was actually working.
I have made some local changes to this. Now a thumper will actually cause a sandworm to appear. Also, and more importantly, I have added code for the case where a sandworm attacks a tile which has both, a thumper unit and any other unit with the thumper promotion. In this case a Worm Rider unit is generated, and the sandworm and thumper units are destroyed. The unit with the thumper promotion is unchanged.
I was hoping to use this as a way to create early game transport units for the Fremen civs. If the worm rider unit xml is changed to have transport capability, this will work for the human player. But the AI will not understand to (a) get the thumper promotion, and (b) send out the unit to generate the worm rider. Ideally, you would do this a few turns in advance of your amphibious attack so that the worms arrive just in time to be ridden.
There are some other ways the thumper promotion could be used. It would be possible to add code that if any unit in the stack has the thumper promotion, the worm will still attack but will be captured. Or that it won't be attacked at all. Then we can build a UU for the Fremen civs which is a scout that starts with the thumper promotion. The mid-game tech Thumpering would allow other civs to do this also. This way, Fremen will have a small advantage that their scouts never get eaten.
I was also thinking that instead of generating a worm rider unit, a sandworm attack on a thumper could give the unit a temporary promotion which allows fast movement. Say after 10 turns it expires, but during that time the unit has move 3 and cannot enter hills or peaks. Perhaps that would have to be implemented as temporarily switching to another unit type. This would also allow faster scouting.
I am not sure that is a strong benefit; it would be much better to find a way the AI could use early game transport built this way.
Any brainstorms welcome.