Here are some ideas I had about mechanics for underground landscaping.
- Changes to wall properties:
* Walls contain dirt pieces, using the durability variable as the counter of the number of dirt pieces the wall contains.
* Walls would have an upper limit on the number of dirt pieces they can contain. (Recommendation would be to have the average dirt per wall at 1/2 of the upper limit, maybe even 1/4 for underground-only levels.)
* Walls would be destroyed if their last dirt piece is taken.
* A new wall would be built if it contains at least 1 dirt piece, and there are no creatures on that tile. (Worker will wait for tile to be clear, creatures would not wander onto the tile or path through it.)
- Changes to digging:
* Setting a "dig out wall" marking would cause workers to 'dig out' dirt pieces from that wall. (Only if they can also deposit dirt elsewhere.)
Workers carrying dug out dirt would be able to deposit it into the following:
1. A reachable wall that is not marked for excavatoin and is not filled to its limit. (Often tunneling would just be workers pushing dirt aside.)
2. The surface. (Causing the dirt piece to disappear into the ground.)
A visual example of this in action:
The workers (small squares) would take dirt from the excavation target and deposit it into the tunnel walls. (Both would be seperate actions.)
* Creatures would also be able to dig tunnels, but would only do so if they can't reach the queen in a reasonable way. They would dig out a path to the queen, the dirt is moved into the sides. (Or removed if the sides of the tunnel are full.)
Enemy ants would also push the dirt to the sides. Or perhaps they could even move it to the surface. (To starve the enemy of dirt so they can't keep their walls standing during the attack.)
- Building walls:
Placing wall constuction markers would cause workers to fill in the marked area. The would seek out dirt pieces from the following sources:
1. Excavation tasks.
2. The surface. (Causes dirt pieces to appear from the ground.)
3. Any tiles containing more dirt than the starting level.
The workers would continue to fill up the wall with dirt pieces until it is at a certain durability. (50% of the upper limit or something similar.)
- Maintaining walls:
Marking a wall with 'maintain wall' would cause the workers to fill up that wall to the upper limit with dirt to make it as strong as possible. (Good for maintaining walls on the edge of the nest, any damage would be repaired after an attack.)
- Changes to wall properties:
* Walls contain dirt pieces, using the durability variable as the counter of the number of dirt pieces the wall contains.
* Walls would have an upper limit on the number of dirt pieces they can contain. (Recommendation would be to have the average dirt per wall at 1/2 of the upper limit, maybe even 1/4 for underground-only levels.)
* Walls would be destroyed if their last dirt piece is taken.
* A new wall would be built if it contains at least 1 dirt piece, and there are no creatures on that tile. (Worker will wait for tile to be clear, creatures would not wander onto the tile or path through it.)
- Changes to digging:
* Setting a "dig out wall" marking would cause workers to 'dig out' dirt pieces from that wall. (Only if they can also deposit dirt elsewhere.)
Workers carrying dug out dirt would be able to deposit it into the following:
1. A reachable wall that is not marked for excavatoin and is not filled to its limit. (Often tunneling would just be workers pushing dirt aside.)
2. The surface. (Causing the dirt piece to disappear into the ground.)
A visual example of this in action:
The workers (small squares) would take dirt from the excavation target and deposit it into the tunnel walls. (Both would be seperate actions.)
* Creatures would also be able to dig tunnels, but would only do so if they can't reach the queen in a reasonable way. They would dig out a path to the queen, the dirt is moved into the sides. (Or removed if the sides of the tunnel are full.)
Enemy ants would also push the dirt to the sides. Or perhaps they could even move it to the surface. (To starve the enemy of dirt so they can't keep their walls standing during the attack.)
- Building walls:
Placing wall constuction markers would cause workers to fill in the marked area. The would seek out dirt pieces from the following sources:
1. Excavation tasks.
2. The surface. (Causes dirt pieces to appear from the ground.)
3. Any tiles containing more dirt than the starting level.
The workers would continue to fill up the wall with dirt pieces until it is at a certain durability. (50% of the upper limit or something similar.)
- Maintaining walls:
Marking a wall with 'maintain wall' would cause the workers to fill up that wall to the upper limit with dirt to make it as strong as possible. (Good for maintaining walls on the edge of the nest, any damage would be repaired after an attack.)
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