[freeciv-ai] (PR#11009) AI Hunts Own Units
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=11009 >
On closer inspection it appears the exact same bug appears in
assess_danger. A player's own units will be considered dangerous when
assessing the danger for a city. So, I committed the longer
is_player_dangerous patch to both branches.
However this may unveil new bugs because now cities aren't in continuous
danger.
I give this back to the AI people for further inspection.
-jason
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units, Benedict Adamson, 2004/11/15
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units, Benedict Adamson, 2004/11/15
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units, Gregory Berkolaiko, 2004/11/15
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units, Benedict Adamson, 2004/11/16
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units, Benedict Adamson, 2004/11/16
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units, Jason Short, 2004/11/16
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units], Benedict Adamson, 2004/11/18
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units, Gregory Berkolaiko, 2004/11/18
- [freeciv-ai] (PR#11009) AI Hunts Own Units,
Jason Short <=
- [freeciv-ai] Re: (PR#11009) AI Hunts Own Units, Benedict Adamson, 2004/11/19
- [freeciv-ai] (PR#11009) AI Hunts Own Units, Gregory Berkolaiko, 2004/11/18
- [freeciv-ai] (PR#11009) AI Hunts Own Units, Benedict Adamson, 2004/11/20
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