[freeciv-ai] Re: [Freeciv-Dev] [Patch] AI can fly v2 (updated)
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At 03:32 PM 02/04/15 -0500, Mike Kaufman wrote:
>As I mentioned before, one thing that I would definitely like to see in
>that the AI build some flying units even if there's no current target.
>As others have said. If it starts building when something comes into range,
>it'll be too late by the time they're done.
I've been playing with advdomestic.c. This manager computes unit counts
of various types, and instead of building caravans at priority 1, first
builds units (even military ones) to bring quotas up to minimum levels.
I found that this really helps pacificist AIs maintain a few roaming
patrol units and such so they have some defence against surprise attacks
and barbarians. It also promotes a more warlike game as free units tend
to go off and pick fights which starts up the advmilitary() machine.
I would suggest that the quota system be a good thing to expand on.
Sea and air units are both difficult to come by otherwise, or so I find.
>On Mon, Apr 15, 2002 at 08:48:25PM +0100, Gregory Berkolaiko wrote:
>> Here is the patch again, no changes, just updated, for those who hasn't
>> tried it on yet and for those who wants to see the insides.
>> NB: easy AI don't build air units.
>> There will be one change I am definitely going to implement: bombers don't
>> attack a city unless it's on the invasion list (or what goes as the
>> invasion list now). Otherwise I see them wasting their health killed
>> random Mech Infs and when the real danger arrives in the guise of
>> transport full of howitzers, they are almost dead and can't do
>> There is also a savegame with players pille and solomon. Pille is weaker
>> initially but I once saw him successfully hold off the invading force with
>> Stealth Fighters and I saw that it was good.