[freeciv-ai] Re: New settler code
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On Mon, 7 Apr 2003, Raimar Falke wrote:
> > An open question is if we shouldn't also clean up the terrain improvement
> > code while we're at it. At present, I just kludge in the current code. But
> > this can be done later. Big patches are bad.
>
> IMHO you have to support both (add/building a city and terrain
> improvements) at some point. However I don't see any infrastructure
> for it. But I agree that this is a chicken-and-egg problem because of
> big patches.
It currently works fine using the old terrain improvement code. I just
don't think that the old terrain improvement code is any good. Its
reported wants are way too large, and it chooses rather odd places to
improve.
> >-> Compared to the old settlers code in getting the job done I think it
> > is about twice as good. Equal starting conditions, and new code
> > outproduces old code 2x. It is a bit hard to compare, tho, since my code
> > doesn't have ferries yet, and old code uses ferries all the time.
>
> You know what comes now? ;) Metrics. It should be easy to provide some
> numbers. Make a big continent to exclude the influence of the ferries.
I have metrics in ai/aihand.c:ai_best_government() that I use. I plan on
running with pille's end-game-when-Republic patch as well.
> And another point I raised in the past: don't hardcode values.
Ok.
- Per
- [freeciv-ai] New settler code, Per I. Mathisen, 2003/04/06
- [freeciv-ai] Re: New settler code, Raimar Falke, 2003/04/07
- [freeciv-ai] Re: New settler code,
Per I. Mathisen <=
- [freeciv-ai] Re: New settler code, Per I. Mathisen, 2003/04/11
- [freeciv-ai] Re: New settler code, Per I. Mathisen, 2003/04/12
- [freeciv-ai] Re: New settler code, Gregory Berkolaiko, 2003/04/13
- [freeciv-ai] Re: New settler code, Mike Kaufman, 2003/04/13
- [freeciv-ai] Re: New settler code, Per I. Mathisen, 2003/04/13
- [freeciv-ai] Re: New settler code, Mike Kaufman, 2003/04/13
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