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[freeciv-ai] Re: [Freeciv-Dev] (PR#14491) barbarian autoattack
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[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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