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[freeciv-ai] Re: [Freeciv-Dev] Re: [RFC][Patch] AI can fly v2 (fwd)

[freeciv-ai] Re: [Freeciv-Dev] Re: [RFC][Patch] AI can fly v2 (fwd)

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To: Petr Baudis <pasky@xxxxxxxxxxx>, Mike Kaufman <kaufman@xxxxxxxxxxxxxxxxxxxxxx>
Cc: "Ross W. Wetmore" <rwetmore@xxxxxxxxxxxx>, freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: [Freeciv-Dev] Re: [RFC][Patch] AI can fly v2 (fwd)
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Sat, 13 Apr 2002 05:30:35 -0700 (PDT)

--- Petr Baudis <pasky@xxxxxxxxxxx> wrote:
> Dear diary, on Fri, Apr 12, 2002 at 06:32:40AM CEST, I got a letter,
> where Mike Kaufman <kaufman@xxxxxxxxxxxxxxxxxxxxxx> told me, that...
> > > In other words, your point is has validity only as far as you wish to 
> > > limit the options :-).
> > 
> > I've always disliked games where the AI cheat.
> I wonder how you'll like FreeCiv AI when it won't cheat ;).
> > > Here are some code fragments from advmilitary.c and aiunit.c. I 
> > > suspect without really having had time to check under the debugger
> > > that the want "e" is pretty low for empty cities, and kill_desire 
> > > scales rapidly with heavy defender counts, making heavily defended 
> > > city targets much more interesting to the braindead AI as Gregory
> > > partially pointes out :-). 
> > > 
> > > The ai.f, ai.a, ai.invasion values do prove interesting as well
> > > as they are the totals of surrounding unit build_cost and belligerence
> > > of which there are likely none.
> > 
> > all I can say here is: Petr, Raahul: save me from see damned one letter
> > variable names, especially ai.a and ai.f!
> I rename them in my latest not-yet-committed cleanup (I need to check
> autogames
> if i didn't make mistake somewhere; if they'll match, it would be nice if
> *hint* *hint* someone would go and commit it, as all objections are hopefully
> solved already).

I'll send in my f_s_t_k partial cleanup tomorrow. I'll also send an all new
improved f_s_t_k 2 that gets rid of crud like hardcoded movement for boatspeed.

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