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[freeciv-ai] Re: (PR#2477) Improved Auto-Explore (fwd)
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[freeciv-ai] Re: (PR#2477) Improved Auto-Explore (fwd)

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To: Freeciv AI development <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: (PR#2477) Improved Auto-Explore (fwd)
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Sun, 9 Feb 2003 16:01:49 +0000 (GMT)

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.




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