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[freeciv-ai] Re: (PR#6946) Settler AI optimization
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[freeciv-ai] Re: (PR#6946) Settler AI optimization

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To: undisclosed-recipients: ;
Subject: [freeciv-ai] Re: (PR#6946) Settler AI optimization
From: "Jason Short" <jshort@xxxxxxxxxxxxxx>
Date: Fri, 12 Dec 2003 11:59:50 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=6946 >

>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6946 >
>
>> [kauf - Mon Dec 01 14:22:07 2003]:
>>
>> On Sun, Nov 30, 2003 at 07:50:24PM -0800, Jason Short wrote:
>> >
>> > A solution is that we can't handle settlers individually but must
>> > consider them as a group.  Prioritize improvements to make and assign
>> > the closest settler to each.  Or something like that.
>>
>> change the AI to make the client drawing faster? Is this what you're
>> saying? I don't think so. How about making the client drawing smarter
>> instead. Like caching moves and then moving multiple units at once if
>> they
>> will be in the same screen together. Not going to work everytime, but...

Client drawing can't be speeded up much.  You could draw multiple units
moving at once, or simply not draw auto-settlers moving, but then the user
wouldn't be able to track the action of these units.  If the player wants
to be able to track which units are moving, they all have to be drawn.

I also think treating the settlers as a group is the only way to have
their performance be optimized, as a group.

>> That's not to say that improving the ai won't make the situation better.
>
> Jason's idea makes a lot of sense.  If railroads had a non-zero cost to
> travel, in fact, his idea would be far better than having settlers cross
> the empire.  And I think it's aesthetically more pleasing [never mind
> faster] even when railroads are free in movement point terms.

Actually, an option to not draw the movement of auto-settlers would
probably be good.

jason





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