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[freeciv-ai] Re: [Patch] AI can fly v3

[freeciv-ai] Re: [Patch] AI can fly v3

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To: "Per I. Mathisen" <per@xxxxxxxxxxx>
Cc: Freeciv AI development <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: [Patch] AI can fly v3
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Wed, 4 Sep 2002 12:06:50 +0100 (BST)

On Tue, 3 Sep 2002, Per I. Mathisen wrote:

> A very quick reading for now:
>  - adjust_ai_unit_choice is nice, but IMHO wrong. At least according to
>    Pille, building barracks is a waste of shields, while ports can be
>    worth it. Airports are nice too, since they also can teleport units,
>    but check if we have the building capacity to churn out such a 160
>    shield project in a reasonable timeframe.

All I did was to separate the existing behaviour into a function.  Now 
it's up to us how we change it.  And this change is definitely out of 
scope of the patch :)

>  - create_unit_virtual, destroy_virtual_unit... make up your mind in which
>    order you want it ;)

okay :)

>  - I must question the placement of military logic functions in aitools.c,
>    this looks like a case for admilitary.c
>  - no, actually I would like to see all ai/* air related functions put
>    into an ai/aiair.c file or something


> Hmmm... since we build Airports here anyway, maybe we should think about a
> way for the AI to make use of them. To recap, airports can teleport units

We don't build them actually.  I think Airport building should be done 
separately, they are quite expensive to build and maintain.

> to another airport, but the unit loses all movement and it can only be
> used once per city. Perhaps this can be integrated into the goto code??
> That would make it completely transparent to the rest of the code and it
> would be utilized everywhere.

Can be done but hard.


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