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[freeciv-ai] Re: ai research -- ai research overflow

[freeciv-ai] Re: ai research -- ai research overflow

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To: freeciv-ai@xxxxxxxxxxx, jkl102001@xxxxxxxxx
Subject: [freeciv-ai] Re: ai research -- ai research overflow
From: Jason Dorje Short <jdorje@xxxxxxxxxxxx>
Date: Thu, 22 Dec 2005 11:54:58 -0500

Jonathan Landis wrote:
   I have noticed the ai (on skill level normal) will sometimes not be awarded 
a new technology when it has the required number of bulbs.  It can happen that 
the ai has more than the necessary number of bulbs for a tech, and then a turn 
later it has still more bulbs but no new tech, and so on.  Both via an embassy 
and by taking the ai player, I have seen the ai go hundreds of bulbs over the 
requirement for The Republic and Gunpowder, for example.  I am running 2.06 
(blush) but I haven't read anything about this issue in bug reports, the 
mailing list archive, the docs.
  The especially baffling thing is that it doesn't always happen.  Sometimes 
research proceeds normally.  Is this some kind of handicap?  If so, why does it 
apply on skill level normal?  I thought I would ask before upgrading to 2.07 
(blush again-- slow modem) and/or digging through the code.  Cheers!

There is a handicap for the AI on easier difficulty levels. However this shouldn't show the AI having more bulbs than needed; it should just show that more bulbs are needed. IIRC by normal difficulty level the handicap is gone.


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