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

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

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To: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Cc: Freeciv AI development <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: bodyguard cleanup part#1+2, v3
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Tue, 13 Aug 2002 15:17:14 +0000 (GMT)

On Tue, 13 Aug 2002, Gregory Berkolaiko 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...

No, I don't really understand it either, but if I must guess, I believe
this is just Syela's way of correcting bugs. If you generate a wrong path
or wrong task for a unit one turn, the chances are we find something
correct/better for it next turn... Maybe.

In any case, I think we must just remove them and deal with the (probably
horrible) consequences as they pop up. We can't keep them.


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