Complete.Org: Mailing Lists: Archives: freeciv-ai: August 2002:
[freeciv-ai] Re: bodyguard cleanup part#1+2, v3

[freeciv-ai] Re: bodyguard cleanup part#1+2, v3

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: "Per I. Mathisen" <per@xxxxxxxxxxx>
Cc: Freeciv AI development <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: bodyguard cleanup part#1+2, v3
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Tue, 13 Aug 2002 16:11:12 +0100 (BST)

On Tue, 13 Aug 2002, Per I. Mathisen wrote:

> I found that I could add even more to this part of the patch without
> causing autogame differences, so I did. Here is the result. Only two very
> notable expections to ai_unit_new_role() crusade remain, and they need
> some consideration before being changed (preferably deleted), these are
> the lines that set each unit to AIUNIT_IDLE each turn.

Any idea why this is done?  I know it's very bad as AI never fortifies
units properly and I think I tried to find the possible reasons for such
strange coding but to no avail...

> I've combined part 1 and 2 into one patch for simplicity.
> Yours
> Per

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