[freeciv-ai] Re: [Freeciv-Dev] (PR#10216) AI Builds Too Many Transports
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[freeciv-ai] Re: [Freeciv-Dev] (PR#10216) AI Builds Too Many Transports |
From: |
"Benedict Adamson" <badamson@xxxxxxxxxxx> |
Date: |
Mon, 4 Oct 2004 14:06:09 -0700 |
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rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=10216 >
Jason Short wrote:
...
> But why would the fallback (if we can't build a naval attacker) be to
> build a transport?
...
I think it can build an attacker, but (incorrectly) assumes that it has
a land attacker that is unable to attack because of the need to go overseas.
The fall back seems sensible enough for a land attacker, except, as you
say, for a city adjacent to an inland sea. Isn't there the idea of
numbering oceans? I guess it probably ought to check that city and
target are on the shores of the same ocean.
- [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, 2004/10/03
- [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 <=
- [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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