Complete.Org: Mailing Lists: Archives: freeciv-ai: November 2002:
[freeciv-ai] Re: Massive AI 5
Home

[freeciv-ai] Re: Massive AI 5

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: "Per I. Mathisen" <per@xxxxxxxxxxx>
Cc: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: Massive AI 5
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Mon, 11 Nov 2002 05:10:13 -0800 (PST)

--- "Per I. Mathisen" <per@xxxxxxxxxxx> wrote:
> On Mon, 11 Nov 2002, Raahul Kumar wrote:
>Please split this up.
> 
> I'll do it if you promise to review the split up patches... ;)

I'll do as many as I can. What do we pay Greg the big money for? He should be
reviewing your Goto changes.  

> It gives diplomats enough gold to incite cities. Number chosen by lots of
> trial and error. If we make AI diplomats go for techs first, we can lower
> this number, which would be a good thing because it gives it more time for
> science (less tax men mode).

This comment should be in the code somewhere, or maybe in the AI docs.
 
> > +    } 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?
> 
> Already been posted. Attached again as "speedai".
> 
> > And also make it build coinage all the time.
> 
> I suppose you mean "not". That patch was posted earlier and has now been
> committed (received no comments on it). In case you are interested, I've
> also attached it.

No no no ; ). I realise that you made the AI stop building coinage so much, and
that was GOOD. But I deliberately want to introduce this brain damage into the
easy AI, and only the easy AI.

> > I liked your use of bools. It should be Freeciv policy.
> 
> It is not?

Guess I really should read those style guides.
 
> > +void ai_unit_new_activity(struct unit *punit, enum unit_activity task)
> ...
> > Does this mean that now the AI will actually fortify properly?
> 
> Yes!

Finally!  
 

> > Index: ai/aicity.c
> ===================================================================
> RCS file: /home/freeciv/CVS/freeciv/ai/aicity.c,v
> retrieving revision 1.124
> diff -u -r1.124 aicity.c
> --- ai/aicity.c       2002/09/28 21:58:14     1.124
> +++ ai/aicity.c       2002/10/31 12:53:55
> @@ -407,14 +401,11 @@
>               > pcity->food_stock + pcity->food_surplus) {
>          /* Don't build settlers in size 1 cities unless we grow next turn */
>          continue;
> -      } else {
> -        if (city_list_size(&pplayer->cities) <= 8) {
> -          /* Make AI get gold for settlers early game */
> -          pplayer->ai.maxbuycost = MAX(pplayer->ai.maxbuycost, buycost);
> -        } else if (city_list_size(&pplayer->cities) > 25) {
> -          /* Don't waste precious money buying settlers late game */
> +      } 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;
> -        }
>        }
>      } else {
>        /* We are not a settler. Therefore we increase the cash need we
> 

Hmmm. How does this work? I only want the Easy AI to stop buying settlers. It
looks to me as if this code makes even the Hard AI stop as well.

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


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