[freeciv-ai] Re: (PR#2644) AI needs 5400 years to get Republic
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On Mon, Jan 06, 2003 at 12:07:33PM -0800, Raimar Falke via RT wrote:
> On Mon, Dec 30, 2002 at 10:35:02AM -0800, ue80@xxxxxxxxxxxxxxxxxxxxx via RT
> wrote:
> > On Mon, Dec 30, 2002 at 10:10:56AM -0800, Per I. Mathisen via RT wrote:
> > >
> > > [ue80@xxxxxxxxxxxxxxxxxxxxx - Tue Dec 24 15:35:14 2002]:
> > > > after playing a little bit with the experimental AI i saw that the AI
> > > > isn't able to make the step to Monarchy or The Republic in some
> > > > cases.
> > >
> > > What was the reason - lack of the technology or didn't it decide to
> > > change?
> >
> > It's lack of technology. And a situation where all money is needed for
> > the buildings.
> >
> > New game with actual cvs:
> >
> > 100% tax 21 baracks + 16 courthouses, no libraries. 30 cities.
> > 28 settlers.
> >
> > Known technologies 1000 AD:
> > Alphabet, Code of Laws, Literacy, Map Making, Writing.
>
> I just want to remind you that this problem was also observed in the
> first contest. With a high research cost the AI didn't research any
> tech which would enable it to build good units and so it built
> baracks. This also wasted all trade -> 100% tax and no science.
Ok, i think its the fallback where AI builds only barracks and settlers
when it doesn't know what to build. Think we should change it to another
fallback.
Thomas
--
Thomas Strub *** eMail ue80@xxxxxxxxxxxxxxxxxxxxx
Wenn Du nicht programmieren kannst und Dir für Arbeit zu schade bist:
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Index: ai/aiair.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aiair.c,v
retrieving revision 1.9
diff -u -r1.9 aiair.c
--- ai/aiair.c 2003/01/24 00:32:18 1.9
+++ ai/aiair.c 2003/01/26 15:09:00
@@ -361,7 +361,8 @@
}
} else {
/* Ooops. Now better come back home */
ai_manage_airunit(pplayer, punit);
+ freelog(LOG_ERROR, "we really need this?");
}
} else {
Index: ai/aicity.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aicity.c,v
retrieving revision 1.135
diff -u -r1.135 aicity.c
--- ai/aicity.c 2003/01/13 23:27:03 1.135
+++ ai/aicity.c 2003/01/26 15:09:01
@@ -270,6 +270,8 @@
}
/* I think fallbacks only happen with techlevel 0, and even then are rare.
I haven't seen them, but I want to somewhat prepare for them anyway. -- Syela
*/
+/* Syela is right, but with the old fallback you don't come to a higher
techlevel, you get many cities with barracks (cost 1 gold/round) with size 1
(we build settlers as long it is possible)
+ * I think a fallback shouldn't make AI incapable of action so the fallback
should be caravans and coinage -- Pille */
}
/**************************************************************************
@@ -408,7 +410,7 @@
&& pcity->size == 1
&& city_granary_size(pcity->size)
> pcity->food_stock + pcity->food_surplus) {
- /* Don't build settlers in size 1 cities unless we grow next turn */
+ /* Don't buy settlers in size 1 cities unless we grow next turn */
continue;
} else if (city_list_size(&pplayer->cities) > 6) {
/* Don't waste precious money buying settlers late game
[freeciv-ai] Re: (PR#2644) AI needs 5400 years to get Republic, Raimar Falke via RT, 2003/01/06
[freeciv-ai] Re: (PR#2644) AI needs 5400 years to get Republic, Gregory Berkolaiko via RT, 2003/01/27
[freeciv-ai] Re: (PR#2644) AI needs 5400 years to get Republic, Thomas Strub, 2003/01/27
[freeciv-ai] Re: (PR#2644) AI needs 5400 years to get Republic, Thomas Strub, 2003/01/29
Message not available
[freeciv-ai] Re: (PR#2644) AI needs 5400 years to get Republic, Per I. Mathisen via RT, 2003/01/27
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