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[freeciv-ai] Re: [Freeciv-Dev] Re: (PR#3973) Re: (PR#3977) [PATCH] Revis

[freeciv-ai] Re: [Freeciv-Dev] Re: (PR#3973) Re: (PR#3977) [PATCH] Revis

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To: sam+civ@xxxxxxxxxxxxxxxxxxxx
Subject: [freeciv-ai] Re: [Freeciv-Dev] Re: (PR#3973) Re: (PR#3977) [PATCH] Revised patch which creates new "novice" skill level
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Sun, 20 Apr 2003 09:00:56 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Sun, 20 Apr 2003, Reinier Post wrote:

> On Fri, Apr 18, 2003 at 03:00:10AM -0700, Per I. Mathisen wrote:
> > 
> > On Fri, 18 Apr 2003, Reinier Post wrote:
> > > I don't like the idea of having a "novice" level (or any other level)
> > > thatmagically sets some hidden variables. The original patch had the
> > > right interface, in my opinion. Better fix this in the other direction
> > > by making the "skill"-influenced variables real variables whose
> > > names start with "ai.".
> > 
> > Why? A simpler interface is usually better. How often does one really want
> > to fine tune the idiocy of one's AI opponents? I'm afraid those would be
> > another set of never-used server variables that just crowd up the server.
> I think the interface with meaningful variables is really simpler,
> because it makes more sense.  It also documents itself better.
> (You still need to explain to users what the levels do.)
> And even if the variables are rarely used, why would it hurt to
> have them?  They don't complicate the code.

What precisely would this variable affect?

And levels will have to be explained in either case, some sort of 
README.AI but not about hacking...


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