[freeciv-ai] Re: (PR#2477) Improved Auto-Explore (fwd)
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
RT ain't working...
---------- Forwarded message ----------
Date: Sat, 8 Feb 2003 20:33:54 +0000
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
To: rt.freeciv.org@xxxxxxxxxxxxxx
Subject: Re: [freeciv-ai] Re: (PR#2477) Improved Auto-Explore
Quoting Cameron Morland via RT <rt@xxxxxxxxxxxxxx>:
^^^^^^^^^^^^^^^^^^^^
that didn't work... for some reason you mail comes through as a text attachment
to an empty email
anyway, quoting you by hand
> Well, it does stray from shore, but it explores efficiently. I wasn't
> trying to make it always follow the shore, but just to make it
> better. Making it follow the shore makes it better, but it isn't in
> itself a goal. Do you not like the behaviour the explorer follows in
> the attached savegame? I think it's great.
okay then, if you like it
> > likely_ocean is also quite bad (30%). But
> > maybe we can help by checking the warmap distance first and if it is
> > outside reasonable bounds (even MAXCOST would be better than nothing), not
> > call explorer_desirable at all. This should work for bigger maps.
>
> Wouldn't that mean the explorer would give up on ever finding
> someplace new to explore if the unexplored terrain was far away?
MAXCOST means warmap graded this tile as _unreachable_
I welcome the death of watchtower range, btw :)
G.
- [freeciv-ai] Re: (PR#2477) Improved Auto-Explore (fwd),
Gregory Berkolaiko <=
|
|