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[Freeciv-Dev] Re: Unit-vs-stack sim (was: Cache win_chance)
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[Freeciv-Dev] Re: Unit-vs-stack sim (was: Cache win_chance)

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To: rf13@xxxxxxxxxxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Unit-vs-stack sim (was: Cache win_chance)
From: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>
Date: Mon, 25 Feb 2002 12:56:12 +0000 (GMT)

 --- Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote: 
> On Sat, Feb 23, 2002 at 07:00:27PM +0000, Gregory Berkolaiko wrote:
> >  --- Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote: 
> > > On Sat, Feb 23, 2002 at 06:29:10PM +0000, Gregory Berkolaiko wrote:
> > > > >
> > > > > How well does it handle unit stacks? Example: pdef1 is a good
> > > > > defender, pdef2 is an expensive unit, pdef3 is a cheap one. All in a
> > > > > fortress. The attacker will likely destroy pdef1, will also destory
> > > > > pdef2 and but will be destroyed by pdef3.
> > > > 
> > > > What is your question here?
> > > 
> > > Will the AI correctly attack even if it knows that the attacker will
> > > be destoryed but has killed pdef2 before?
> > 
> > What is "correctly"?
> 
> > If the choice of defenders is pdef1, pdef2, pdef3, it should attack twice
> > only.  Why would it be destroyed?
> 
> AFAI read the code: if you set occupychance to 100% and the target
> tile has a fortress or is a city the attacker will continue its
> attack.

AI doesn't know about occupychance because whoever introduced this rule did
not bother/dare to update AI.

I don't know about occupychance either.

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