Complete.Org: Mailing Lists: Archives: freeciv-ai: January 2005:
[freeciv-ai] (PR#11777) Cleanup of AI tech code

[freeciv-ai] (PR#11777) Cleanup of AI tech code

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: per@xxxxxxxxxxx
Subject: [freeciv-ai] (PR#11777) Cleanup of AI tech code
From: "Mateusz Stefek" <mstefek@xxxxxxxxx>
Date: Fri, 7 Jan 2005 06:15:04 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: >

> [per - Fri Jan 07 12:34:54 2005]:
> On Fri, 7 Jan 2005, Mateusz Stefek wrote:
> > >From cvs log:
> > Backport: Divide tech want used in AI diplomacy exchange calculations by
> > game turn, as tech want is a value that is continually accumulated, and
> > in late games you mightsee the AI exchanging nearly all its cities for
> > a few techs. Fix is part of PR#11777.
> >
> > What happens after saving & loading?
> As with most old AI code, this value is reset on savegame load, and is not
> saved. That will, of course, lead to greatly different tech want trees
> before and after save... but do we really care anymore? As I asked in
> another post - should we really try to keep AI data the same across
> savegames? I think this is going to be very hard unless we place some hard
> restrictions on AI data, or lift any restrictions on savegame size...
>   - Per
I suspect that AI tech is cheaper after saving & loading.
Actually this is true also in the old code.

[Prev in Thread] Current Thread [Next in Thread]