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Re: [Freeciv-Dev] 1.7.2
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Re: [Freeciv-Dev] 1.7.2

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To: freeciv-dev@xxxxxxxxxxx (Freeciv developers)
Subject: Re: [Freeciv-Dev] 1.7.2
From: Reinier Post <rp@xxxxxxxxxx>
Date: Sat, 31 Oct 1998 14:20:37 +0100

> 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


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