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[freeciv-ai] Re: [Freeciv-Dev] (PR#3663) [PATCH] The AI gets tech too qu
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[freeciv-ai] Re: [Freeciv-Dev] (PR#3663) [PATCH] The AI gets tech too qu

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To: sam+civ@xxxxxxxxxxxxxxxxxxxx
Subject: [freeciv-ai] Re: [Freeciv-Dev] (PR#3663) [PATCH] The AI gets tech too quickly at the easy level
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Sat, 8 Mar 2003 12:30:40 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Sat, 8 Mar 2003, sam+civ@xxxxxxxxxxxxxxxxxxxx wrote:

> My first impression playing freeciv is that the AI gets tech far
> too quickly, even at the easy level.  I also have observed, over at
> groups.google.com, other people complaining that the AI gets tech too
> quickly.  One person, who claimed to be able to beat the SMAC AI at even
> the highest level of difficulty, expressed frustration with freeciv's
> AI's perceived flagrant cheating.

I object to the word "cheating".  AI does cheat in many aspects but it 
doesn't bend rules to get techs quicker.  Well, apart from setting Science 
to 100% from time to time, but on average it levels out ;)


> Until then, this quick and dirty patch shows what I have in mind.  This
> is near the end of the routine base_total_bulbs_required in tech.c.


I have no opinion on the patch idea though.  Does anybody have better 
ideas?

G.


> 
> - Sam
> 
> --- freeciv-1.14.0/common/tech.c.orig Sat Mar  8 10:36:02 2003
> +++ freeciv-1.14.0/common/tech.c      Sat Mar  8 10:44:03 2003
> @@ -462,6 +462,13 @@
>      cost = 1;
>    }
>  
> +  /* There is a perception, which I share, that the AI flagrantly cheats 
> +     to get tech advances more quickly than humans do.  Let's nip that
> +     cheating in the bud here */
> +  if(pplayer->ai.control) {
> +      cost *= 8;
> +      }
> +
>    return cost;
>  }




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