MatthewCline Posted April 2, 2018 Share Posted April 2, 2018 To reduce the need to micromanage which duplicants eat which food there should be a an algorithm where each duplicant chooses their meals based on their food quality expectations and their stress, with the parameters of the equations being player editable on a per-duplicant basis. That way if a you need to change the food setting for a duplicant you'll only need to tweak a few parameters instead of figuring out which exact meals to allow and disallow, and if the default parameters are well chosen you might hardly ever have to change the settings at all. My thoughts on how to implement this: There would be an equation with around three numeric parameters which would take a duplicant's stress and food quality expectation and output a target food quality level. If there is any available meal which is exactly the target level the the duplicant will eat that. If there is no food at exactly that level (or not enough kcal of food to make a complete meal) then the duplicant will look at quality levels further and further away from the target quality to find available meals. If there's one particular best pattern for searching away from the target then the game would just use that, but if there is no one best pattern then the different ones would be given names and you could select which one a duplicate would use from a dropdown list. (What I mean by search pattern is, if a duplicant had a target food quality level of 2, would the duplicant looks for food quality in the order "2, 3, 4, 5, 1, 0, -1" or "2, 1 , 0, -1, 3, 4, 5" or what) The equation would be that the target level is equal to the duplican't expectation level plus a stress modifier plus a static modifier. The stress modifier would have two parameters, the stress threshold and the stress step up. If the duplicant's stress is below the threshold then the stress quality modifier is zero. If the duplicant's stress is at or above the threshold then the stress modifier is one, plus an additional one for every stress step up the duplicant's stress is over the threshold. The static modifier is just a constant that the player could change to make a duplicant eat at above their food quality expectation even if they aren't stressed (or make them eat at below their expectation if the constant is made negative). Link to comment https://forums.kleientertainment.com/forums/topic/89387-interface-to-choose-meals-based-on-stress-and-quality-expectation/ Share on other sites More sharing options...
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