[freeciv-ai] Re: [Freeciv-Dev] (PR#10216) AI Builds Too Many Transports
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=10216 >
Benedict Adamson wrote:
> What seems to happen is this:
But why would the fallback (if we can't build a naval attacker) be to
build a transport? In most cases (inland lakes) when you can't build an
attacker it would be similarly useless to build a transport.
jason
- [freeciv-ai] Re: [Freeciv-Dev] (PR#10216) AI Builds Too Many Transports, Benedict Adamson, 2004/10/03
- [freeciv-ai] Re: [Freeciv-Dev] (PR#10216) AI Builds Too Many Transports,
Jason Short <=
- [freeciv-ai] (PR#10216) AI Builds Too Many Transports, Gregory Berkolaiko, 2004/10/03
- [freeciv-ai] (PR#10216) AI Builds Too Many Transports, Gregory Berkolaiko, 2004/10/03
- [freeciv-ai] Re: [Freeciv-Dev] (PR#10216) AI Builds Too Many Transports, Benedict Adamson, 2004/10/04
- [freeciv-ai] Re: [Freeciv-Dev] (PR#10216) AI Builds Too Many Transports, Per I. Mathisen, 2004/10/04
- [freeciv-ai] Re: (PR#10216) AI Builds Too Many Transports, Benedict Adamson, 2004/10/05
- [freeciv-ai] Re: (PR#10216) AI Builds Too Many Transports, Benedict Adamson, 2004/10/05
- [freeciv-ai] Re: (PR#10216) AI Builds Too Many Transports, Gregory Berkolaiko, 2004/10/05
- [freeciv-ai] Re: (PR#10216) AI Builds Too Many Transports, Benedict Adamson, 2004/10/06
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