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[freeciv-ai] Re: (PR#14529) AI keeps building already present in a city.
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[freeciv-ai] Re: (PR#14529) AI keeps building already present in a city.

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To: mstefek@xxxxxxxxx
Subject: [freeciv-ai] Re: (PR#14529) AI keeps building already present in a city.
From: "Per I. Mathisen" <per@xxxxxx>
Date: Wed, 2 Nov 2005 09:24:51 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=14529 >

On Wed, 2 Nov 2005, Mateusz Stefek wrote:
> Look what Romans do in Eridu. It switches production to Barracks which
> are already present in the city.

This looks like an effects bug. The military advisor thinks it does not
have barracks, and wishes to build one before it builds military units.
Jason was the last one to touch this code, I think, with the land defense
patch.

2: Tiberius's Eridu(7,9) [s11 d8344 u94 g28] overriding Destroyer(691)
with Destroyer(1574) [attack=3600,value=20,move_time=1,vuln=225,bcost=60]
2: Tiberius's Eridu(7,9) [s11 d8344 u94 g28] ksw: Eridu has chosen
attacker, Destroyer, want=1574
2: Tiberius's Eridu(7,9) [s11 d8344 u94 g28] military advisor choice:
Barracks II (want 1574)

See adjust_ai_unit_choice() in ai/advmilitary.c; I no longer understand
what goes on in this code.

  - Per





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