[freeciv-ai] Re: ai bug when splitting up settlers
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On Sun, 12 May 2002, Per I. Mathisen wrote:
> I've made my custom rulesets, where I've split the old settler up into a
> workers unit and a settlers unit which can only settle cities. The AI
> proceeds to build truly massive amounts of workers, and only a tiny amount
> of settlers (yes, settlers are unit type number 0).
>
> This tells me that the AI might be wanting settlers for all the wrong
> reasons, even if it uses them correctly when built.
>
> Ideas?
What does the AI do when workers rather than settlers are unit type 0 ?
Mainly I am wondering whether 0 being treated specially might have any
effect, like maybe some code someplace that is trying to encourage
building something other than unit 0.
BB
MM
- [freeciv-ai] Re: ai bug when splitting up settlers, (continued)
- [freeciv-ai] Re: ai bug when splitting up settlers, Raimar Falke, 2002/05/16
- [freeciv-ai] Re: ai bug when splitting up settlers, Ross W. Wetmore, 2002/05/16
- [freeciv-ai] Re: ai bug when splitting up settlers, Raimar Falke, 2002/05/17
- [freeciv-ai] Re: ai bug when splitting up settlers, Ross W. Wetmore, 2002/05/17
- [freeciv-ai] Re: ai bug when splitting up settlers, Raimar Falke, 2002/05/18
- [freeciv-ai] Re: ai bug when splitting up settlers, Ross W. Wetmore, 2002/05/18
- [freeciv-ai] Re: ai bug when splitting up settlers, Raimar Falke, 2002/05/18
- Message not available
- [freeciv-ai] Re: ai bug when splitting up settlers, Ross W. Wetmore, 2002/05/13
- [freeciv-ai] Re: ai bug when splitting up settlers, Per I. Mathisen, 2002/05/14
- Message not available
- [freeciv-ai] Re: ai bug when splitting up settlers, Ross W. Wetmore, 2002/05/14
[freeciv-ai] Re: ai bug when splitting up settlers,
Mark Metson <=
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