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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: mstefek@xxxxxxxxx
Subject: [freeciv-ai] Re: (PR#10110) AI underestimates Temples
From: "Vasco Alexandre da Silva Costa" <vasc@xxxxxxxxxxxxxx>
Date: Thu, 16 Sep 2004 10:13:18 -0700
Reply-to: rt@xxxxxxxxxxx

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

On Thu, 16 Sep 2004, Mateusz Stefek wrote:

> <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.
>
> So what can this "100" mean?

Seems that someone changed that to percentages (Jason?). Which is great, I
thought it was still kludged with modifiers. So that leaves pollution as
the only kludge non percentile modifier left.

BTW, EFT_INCIDE_DIST is similar to EFT_POLLU_PROD_PCT, in that it reduces
by default. We have to decide what to do in such matters, have the
percentage positive in the rulesets and made negative in the code, or
negative in the rulesets.

---
Vasco Alexandre da Silva Costa @ Instituto Superior Tecnico, Lisboa





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