[freeciv-ai] Re: (PR#4026) Advanced rampage.
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
Here is an updated version of the rampage patch. It uses ai_unit_attack
to execute path, as advised by Per. I also reduced the number of lines of
code and increase number of comments.
It seems to work. I think it is ripe for inclusion (although the
pf_print_path line should be removed then).
Unfortunately, running an autogame led to a coredump due to the following
reason:
when a land unit is attacked, it's move-points are not reduced. But the
move-rate is reduced! So we have a situation when move-rate is smaller
then current move-points, which triggers an assert in PF code. I am not
sure what to do about it though...
G.
- [freeciv-ai] Re: (PR#4026) Advanced rampage.,
Gregory Berkolaiko <=
[freeciv-ai] Re: (PR#4026) Advanced rampage., Gregory Berkolaiko, 2003/05/07
[freeciv-ai] Re: (PR#4026) Advanced rampage., Per I. Mathisen, 2003/05/10
[freeciv-ai] Re: (PR#4026) Advanced rampage., Gregory Berkolaiko, 2003/05/12
[freeciv-ai] Re: (PR#4026) Advanced rampage., Per I. Mathisen, 2003/05/12
|
|