[freeciv-ai] Massive AI 5
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
> > Is it worth it to travel more than a certain number of turns to regenerate
> > hitpoints?
>
> Probably not. There is no check? Feel free to make a patch against the
> tree to add this...
>
> - Per
>
Hah! No way in hell. If anything, your massive patch needs to be trimmed down,
not increased in size.
I'm sorry Per, but you're introducing far too many big changes in one go. The
place well known for its hot climate is clearly freezing over, because I have
to agree with Raimar. Please split this up.
Now for the relevant bits. Why is your gold reserve 5 * pplayer citizens ? Is
this number based on something, or did you pick it because it worked?
int ai_gold_reserve(struct player *pplayer)
{
- int i = total_player_citizens(pplayer)*2;
+ int i = total_player_citizens(pplayer) * 5;
return MAX(pplayer->ai.maxbuycost, i);
}
Next, you need to get rid of the limited huts implementation you have in your
massiveai patch. Greg already split that up.
RCS file: /home/freeciv/CVS/freeciv/ai/aicity.c,v
retrieving revision 1.126
diff -u -r1.126 aicity.c
--- ai/aicity.c 7 Nov 2002 15:40:24 -0000 1.126
+++ ai/aicity.c 7 Nov 2002 16:19:47 -0000
+ } else if (city_list_size(&pplayer->cities) > 6) {
+ /* Don't waste precious money buying settlers late game
+ * since this raises taxes, and we want science. Adjust this
+ * again when our tax algorithm is smarter. */
continue;
Can you send in a patch, an independent one, that makes the easy AI not buy
settlers? And also make it build coinage all the time.
I love your DEFENCE and ATTACK POWER macros by the way. Greg's influence?
We can't do this for
+ * transports since they move around all the time, leading
+ * to hillarious flip-flops */
^^^^^^^^^^
Hilarious.
/* we favour cities which barracks */
^^^^
With.
I liked your use of bools. It should be Freeciv policy.
You're making simultaneous changes to Goto, unit roles, hp recovery, bodyguards
and diplomacy. I can't follow all the changes, and I've actually read the
individual patches before. It's too much.
+void ai_unit_new_activity(struct unit *punit, enum unit_activity task)
+{
+ if (punit->activity == task) {
+ return; /* useless */
+ }
+ if (punit->activity == ACTIVITY_FORTIFIED && task == ACTIVITY_FORTIFYING) {
+ return; /* worse than useless */
}
+ handle_unit_activity_request(punit, task);
}
Does this mean that now the AI will actually fortify properly?
To sum up:
Your HP recovery and bodyguard code looks sane. The other code is too confusing
for me to follow due to sheer length.
Aloha,
RK.
"It would seem that you have no useful skill or talent whatsoever," he said.
"Have you thought of going into teaching?"
{Mort, 1987}
__________________________________________________
Do you Yahoo!?
U2 on LAUNCH - Exclusive greatest hits videos
http://launch.yahoo.com/u2
- [freeciv-ai] Massive AI 5,
Raahul Kumar <=
- [freeciv-ai] Re: Massive AI 5, Per I. Mathisen, 2002/11/11
- [freeciv-ai] Re: Massive AI 5, Raahul Kumar, 2002/11/11
- [freeciv-ai] Re: Massive AI 5, Per I. Mathisen, 2002/11/12
- [freeciv-ai] Re: Massive AI 5, Anthony J. Stuckey, 2002/11/12
- [freeciv-ai] Re: Massive AI 5, Raahul Kumar, 2002/11/12
- [freeciv-ai] Re: Massive AI 5, Mike Kaufman, 2002/11/13
- [freeciv-ai] Re: Massive AI 5, Per I. Mathisen, 2002/11/14
[freeciv-ai] Re: Massive AI 5, Anthony J. Stuckey, 2002/11/12
|
|