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[freeciv-ai] Re: (PR#10110) AI underestimates Temples
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[freeciv-ai] Re: (PR#10110) AI underestimates Temples

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To: undisclosed-recipients: ;
Subject: [freeciv-ai] Re: (PR#10110) AI underestimates Temples
From: "Mateusz Stefek" <mstefek@xxxxxxxxx>
Date: Thu, 16 Sep 2004 07:10:01 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=10110 >

Dnia 2004-09-16 15:56:48, Per I. Mathisen napisał(a):
> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=10110 >
> 
> On Thu, 16 Sep 2004, Mateusz Stefek wrote:
> > Hmm, it doesn't work (I was testing it on a very advanced game)
> > Here's my patch. I think now AI plays much better.
> > Main problem is that values measured in percentages are treated in
> the
> > same way as those mesured in pieces.
> 
> But are EFT_*_DEFEND measured in percentages? Your patch seems to
> assume
> so. IIRC this is not the case.
from default/buildings.ruleset:
[building_coastal_defense]
name            = _("Coastal Defense")
tech_req        = "Metallurgy"
bldg_req        = "None"
graphic = "b.coastal_defense"
graphic_alt     = "-"
terr_gate       = "Ocean"
;spec_gate      =
equiv_range     = "City"
;equiv_dupl     =
;equiv_repl     =
obsolete_by     = "None"
is_wonder       = 0
build_cost      = 60
upkeep          = 1
sabotage        = 100
effect          =
    { "name", "value"
      "Sea_Defend", 100
    }
sound           = "b_coastal_defense"
sound_alt       = "b_generic"
helptext        = _("\
Increases the defence strength of units within a city by a factor\
 of 2 when defending against bombardments from enemy ships.\
")

So what can this "100" mean?
--
mateusz


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