[freeciv-ai] Re: (PR#9623) worker-unit want is too high
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=9623 >
On Tue, 10 Aug 2004, Jason Short wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=9623 >
>
> The simple solution is to just divide the want by some value. 10 comes
> to mind, although this isn't the amount that the want has been increased
> by (decreasing the turns-to-build by x10 changes the output of ammortize
> in an inconsistent way).
>
> A better solution might be an exponent - like taking the square root of
> the want. This will decrease high wants while having a smaller effect
> on low wants.
>
> But I really have no idea what the scale or units of the "want" is. I
> suspect there is no constant scale...which is bad.
A watched some games and must admit that it doesn't look half bad. AI
just builds some workers -- that's not a bad thing. It actually seems
quite benefitial.
G.
- [freeciv-ai] Re: [Freeciv-Dev] (PR#9623) Re: terrain improvers (fwd), Jason Short, 2004/08/06
- [freeciv-ai] Re: (PR#9623) Re: terrain improvers (fwd), Gregory Berkolaiko, 2004/08/06
- [freeciv-ai] Re: (PR#9623) Re: terrain improvers (fwd), Benoit Hudson, 2004/08/06
- [freeciv-ai] Re: (PR#9623) Re: terrain improvers (fwd), Gregory Berkolaiko, 2004/08/07
- [freeciv-ai] Re: (PR#9623) Re: terrain improvers (fwd), Gregory Berkolaiko, 2004/08/07
- [freeciv-ai] (PR#9623) worker-unit want is too high, Jason Short, 2004/08/11
- [freeciv-ai] Re: (PR#9623) worker-unit want is too high,
Gregory Berkolaiko <=
- [freeciv-ai] Re: (PR#9623) worker-unit want is too high, Per I. Mathisen, 2004/08/11
- [freeciv-ai] Re: (PR#9623) worker-unit want is too high, Per I. Mathisen, 2004/08/11
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