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[freeciv-ai] Re: (PR#10216) AI Builds Too Many Transports
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[freeciv-ai] Re: (PR#10216) AI Builds Too Many Transports

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To: undisclosed-recipients: ;
Subject: [freeciv-ai] Re: (PR#10216) AI Builds Too Many Transports
From: "Benedict Adamson" <badamson@xxxxxxxxxxx>
Date: Tue, 5 Oct 2004 16:46:03 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=10216 >

Benedict Adamson wrote:
...
> 3) That code (kill_something_with)) then checks whether there is a path 
> from the city (were the attacker will begin) and the target (the enemy 
> land unit to be bombarded), using function goto_is_sane. That call is 
> used to decide whether a land attacker needs a ferry; a land attacker 
> will need a ferry if there is no valid (land) path from the city to the 
> target. However, the function is also used for sea attackers. For those 
> units, the kill_something_with function incorrectly concludes that the 
> (naval!) attack unit will need a ferry (go_by_boat becomes TRUE).
...

Fixing that problem reduces the numbers of transports built. However, 
the AI still builds too many transports. I'm investigating further, but 
its seems that kill_something_with function is failing to use the 
available (free) ferries.




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