[freeciv-ai] Re: [Freeciv-Dev] (PR#14491) barbarian autoattack
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Subject: |
[freeciv-ai] Re: [Freeciv-Dev] (PR#14491) barbarian autoattack |
From: |
"Christian Knoke" <chrisk@xxxxxxxxx> |
Date: |
Wed, 2 Nov 2005 14:04:45 -0800 |
Reply-to: |
bugs@xxxxxxxxxxx |
<URL: http://bugs.freeciv.org/Ticket/Display.html?id=14491 >
On Wed, Nov 02, 2005 at 12:41:16PM -0800, Jason Short wrote:
> Per I. Mathisen wrote:
> > On Wed, 2 Nov 2005, Jason Short wrote:
> >
> >>>>Barbarians do autoattack even if server setting for auto attack is false.
> >>>
> >>>This can only happen, AFAICT, if the AI difficulty setting is set to
> >>>'experiemental'. In that case, it is not a bug, however.
> >>
> >>I disagree and think that it is a bug (misfeature).
> >
> >
> > What is?
>
> Auto-attack by AI units in experimental difficulty.
I'm not sure that auto-attack in this form is a good idea. It gives a strong
overweight to attack units in the field.
I think it is a good idea in cities. Formerly it was possible to move a
cannon slowly next to the city walls and attack. Now you can't get along
without some defensive units. This is both more realistic and better for a
city-centric play style.
In the field, the time factor (the time you need to make a move) is against
you, if you move the army and it is shot down by a single cannon somewhere.
Christian
--
Christian Knoke * * * http://cknoke.de
* * * * * * * * * Ceterum censeo Microsoft esse dividendum.
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