Kael said:
I cant speak for the whole team, but for myself I think that forts are just useless as they are. Im more tempted to remove them from the game than try to fix them in their current implementation because I dont think that the current design is worthwile.
If you really wanted to do forts the right way (in my opinion) you would have to have ZoC. I dont know what the exact impact of ZoC would be, probably a free attack at those that pass by and/or a bonus to friendly units in area.
The big problem with ZoC is getting the AI to understand it. Both in making intellegent movement around an enemys zone of control and building its own ZoC defence system. Unfortunatly that is such a huge challenge that its unlikely to be anything we decide to tackle anytime soon.
I'm working on implementing this now. I was hoping to have something worth sharing by next week.
My plan is this as far as the AI goes:
Add the possibility of moving to a fort to the following missions -
AI_DEFEND, AI_HEAL, AI_GUARDBONUS
Thus, forts should be populated by units.
In addition, I was going to add the ZOC from JFort. This ZOC only stops units that move into the zone of a manned fort. So, you can't just run past the fort.
Then, I wanted to add increaced healing to units in forts.
Since I don't know how to get the AI to take it's units and use the attack that they would have if given a 100% withdraw rate, I am going to instead give a free attack to all units based in a fort to all units entering any plot in the ZOC.
This wouldn't likely kill any units unless the fort was really loaded or you ran circles around the fort untill you died.
However, I think the AI would be smart enough to use this feature and benefit from it indirectly. As it made AI_COUNTER and AI_DEFEND and AI_ATTACK units to push back anyone near its fort, those units would get injured and would run to the fort to heal.
In addition, the AI can't help but benefit from having units stop dead in their tracks rather than reaching the city. Even an extra turn or 2 should help the AI out as far as that goes. but we'll see...
Fort placement by the AI isn't too difficult to fix. I may try one or two lines in the SDK to get forts placed just outside the fat cross of cities more often, but most fort placement can be addressed with XML.
I would like to add an isChokepoint method to the SDK such that the Ai will place forts on squares that will be sure to stop the enemy in their tracks...so anyplace it could cover all passable plots it would be more likely to place a fort.
As for the AI vs forts...that may be a bit harder. I haven't looked deeply into the matter but I doubt it will be easy to convince the AI to run around forts whenever possible...though perhaps an isZOC method could be used to detect forts along the path and artificially add to the distance calculated for the AI's path and help it to choose a different path.
If there was a wish list from the design team or the community I could try to make things happen.