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September 2002: [freeciv-ai] definitely last version of active diplomats patch |
[freeciv-ai] definitely last version of active diplomats patch[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
This version cleans up all Mike's complaints, then cleans up even more, and replaces the kludgy use of real_map_distance with real use of warmaps, including in the bribery function, where we now not just consider adjacent targets, but any target we can reach, up to and including ships in the coastline! You must be thinking, "this got to be slow". But it isn't! Since warmaps are cached and we create them anyway in do_unit_goto(), the actual impact is not even measurable with five seconds of inaccuracy. Warmaps rock!! Issues that can still be considered before inclusion: - "medium" difficulty unchanged. It should probably not have active diplomats. They are nasty. - Now that we are so good at bribing, we may want to keep more diplomats in defense. Tony's previous approach (never send a diplomat out on action unless we have one in defence), may actually be a good idea now. Another issue: - We should _seriously_ upgrade our want to Courthouse now. That would be a good idea anyway (my calculations show them to be better than Marketplace in most situations). I'll look at that once Ross' ai_eval_buildings() cleanup hits cvs. But: Please don't complain about the incite algorithm. Once the code is in cvs, it is much easier to test out new, experimental algorithms. I've tested this one for many, many hours and it seems to work, so I don't want to change it now. I've attached a small savegame created in civworld, which demonstrates the use of warmap bribery. Login as David Ben-Gurion and watch your diplomat travel around the island by rail to snatch up the coastal destroyer. Yours Per "I don't see why people are so upset about cloning sheep. American television networks have been doing that to their audiences for years." -- Jello Biafra
diplotest.sav.gz
activediplomatsng4.diff
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