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[freeciv-ai] Re: exploration madness
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To: Freeciv AI development <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: exploration madness
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Tue, 11 Feb 2003 13:08:37 +0000 (GMT)

On Tue, 11 Feb 2003, Gregory Berkolaiko wrote:
> 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.

cre a
cre b
cre c
cre d
hard
set explo 0
set settl 6

should do it. The important point is to not use gen 2 and stop the
explorer you get in the start from exploring.

I see it every time.

> 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 :)

Yes, it is interesting. I take back my suspicion of the explorer code. I
guess something is wrong with targeting code, so maybe I fucked up
something in the ksw and fstk cleanups I committed.

What the AI is doing (unintentionally) is building up an offensive army,
since it gets a constant urging to build military units from an enemy it
cannot kill with the units it is producing, thus building up a flood of
them. If we could reproduce this after fixing the bug, somehow...

...since what the AI usually does when faced with an adversary that is too
strong to attack outright, is to build city walls and defensive units, and
stall.

  - Per



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