Re: [Freeciv-Dev] 1.7.2
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> Hmm, I don't always agree with the AI about where to place workers,
> so would find this of limited use. And what should it do about
> specialists and disorder?
I use the following algorithm (with some deviations); if this was
implemented, it would save me a lot of time:
- in every new city, the first object (unit/improvement) to build is
the one I chose for the previous new city; for cities conquered on
the enemy, ask
- after building barracks, a city starts to produce military units
(seems obvious, but the AI doesn't do it)
- after completing a unit, continue to build that type of unit
(the AI already does this)
- after completing an improvement, ask
(currently, the AI selects another improvement, which is often wrong)
The message filter could be used.
> > > And what about an order list for what to build in cities ?
> > I don't get it. What do you mean?
Allow a queue of items to be specified. It would be nice to include
repetition ('alternate between musketeers and cannons').
For tech improvements, a queue would be convenient, too;
sometimes, the 'technological goal' is too coarse.
> > Another thing I'd like to see is a rearrangement of the order in the
> > improvement list. As it is now (I use a version of 98-09-30), first are
> > city improvements in alphabetical order, then wonders (again in
> > alphabetical order) and last Capitalization. This is a bit annoying,
I agree. Just one alphabetical list would be a lot better. Simply having
a blank line between the categories would also help.
--
Reinier Post reinpost@xxxxxxxxxx
- Re: [Freeciv-Dev] 1.7.2, (continued)
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