Complete.Org: Mailing Lists: Archives: freeciv-ai: February 2003:
[freeciv-ai] Re: exploration madness

[freeciv-ai] Re: exploration madness

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Freeciv AI development <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: exploration madness
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Tue, 11 Feb 2003 12:16:26 +0000 (GMT)

I don't think the new explorer code could have had such effect.  It just 
changes the way how exploration proceeds but not strategic decision by AI 
wrt jobs.

I could not reproduce such exploring armies.  If you (Per?) can send me a 
savegame, it would be cool.

I do see rather large armies walking around and occasionnaly attacking 
cities (and often not), like reported by Chris.  I have absolutely no idea 
what could have triggered creation of such armies.  I intended to do it 
during Xmas, but pretty sure I didn't.  There is an army patch by Jordi, 
but it hasn't been committed afaik.  I guess it's just a beneficial 
side-effect of our other changes.  If you have any ideas what it could be, 
please tell us, we would like to control such effects :)


On Mon, 10 Feb 2003, Christian Knoke wrote:

> On Mon, Feb 10, 2003 at 09:28:00PM +0000, Per I. Mathisen wrote:
> > I see the hard AI sending HUGE armies into the field... exploring terrain!
> > This is silly.
> I see the hard AI coming in bulk, well coordinated (musketeers + canons),
> surrounding my city (I was really shocked the frist time :) but then
> decides *not* to attack (whilst it should *know* that it can win), decides
> to go to another (even weaker) city - - retreats, goes back to the first 
> city, still undecided ...
> Yes, it *could* really be dangerous ...
> Christian

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