Complete.Org: Mailing Lists: Archives: freeciv-ai: May 2002:
[freeciv-ai] Re: ai bug when splitting up settlers

[freeciv-ai] Re: ai bug when splitting up settlers

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Mark Metson <markm@xxxxxxxxxxxx>
Cc: <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: ai bug when splitting up settlers
From: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Date: Wed, 15 May 2002 08:31:16 +0200 (MEST)

On Wed, 15 May 2002, Mark Metson 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.

Unit 0 is the fallback default some places in the code, but I doubt this
has much (any?) effect, since there is always somthing sensible to build
other than the default (with zero want).


"As Israeli forces pursued militants, civilians
continued getting in the way and dying as a
result." -- New York Times, April 21

[Prev in Thread] Current Thread [Next in Thread]