[freeciv-ai] Re: (PR#13939) AI sees Subs?
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<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13939 >
On Tuesday 13 September 2005 15:25, Brian Dunstan wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=13939 >
>
> --- Jason Short <jdorje@xxxxxxxxxxxxxxxxxxxxx> wrote:
> > <URL:
> > http://bugs.freeciv.org/Ticket/Display.html?id=13939
> >
> > > [bmorris3@xxxxxxxxxx - Sat Sep 10 21:44:48 2005]:
> > >
> > > Hi. I have an opponent who's highest naval unit
> >
> > is an ironclad; So
> >
> > > he's nowhere near having submarines. Yet his
> >
> > ironclad just attacked and
> >
> > > killed one of my subs. How did he see it? Is
> >
> > this a bug?
> >
> > > Even if he accidently ran into it, shouldn't the
> >
> > sub be under water and
> >
> > > the surface vessel just cruise on past overhead?
> >
> > It's not a bug it's a feature!
> >
> > 1. Any surface ship can see a sub if you're right
> > next to it.
> >
> > 2. Surface ships can attack subs. Depth charges
> > and torpedoes.
> >
> > 3. The harder AI may cheat by knowing about units
> > it can't see (but
> > don't think this makes your subs worthless; they're
> > still the best naval
> > dominance unit).
> >
> > Actually #3 may be a bug. But the AI is pretty
> > worthless without it.
>
> Subhunting is a skill which it seems to me is very
> difficult to program into a non-omniscient AI.
>
> Still, omniscience is clearly a cheat. Maybe there
> should be an option to disable all AI cheating,
> without exception? Or to enable massive cheating, to
> make the AI at least somewhat of a challenge?
>
>
>
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The best way would be to make the ai cheating configurable through a ruleset.
In that way the players could decide for themselves if they want the ai to
cheat.
I think the cheating should make the ai stronger when they fall behind.
So it could add to the fun if the ai gets a few subs for free, in wich case
they can try to do something about the players subs.
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