[Freeciv-Dev] Re: AI players
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> The trick, basically, is to expand incredibly fast.
Yes. This is well explained on www.freeciv.org. Greg Wooledge
thinks that fighting early can be worthwhile:
http://www.complete.org/mailinglists/archives/freeciv-dev-199903/msg00128.html
> I suppose we need to have another go at making the difficulty level
> 'easy' easier - we tried for 1.8.0 (in response to my complaint, when I
> first starting playing :)
I saw a patch by Brunus on the mailing list to make easy the AI players
expand slower, and it seems to be part of the 1.8.1 code.
Lalo Martins suggested a 'tutoring' AI, this would be interesting as a
student project I suppose:
http://www.complete.org/mailinglists/archives/freeciv-dev-19990
http://www.complete.org/mailinglists/archives/freeciv-dev-199903/msg00312.html
> As an aside, I wonder how we could gently rebalance the game so that
> breakneck expansion isn't the only way to win... it would be nice if
> there were more varities of strategies...
You wrote this earlier:
http://www.complete.org/mailinglists/archives/freeciv-dev-199905/msg00089.html
and Nicolas Brunel responded by posting a patch by Brunus that made
easy AI expand slower. It seems to be part of the 1.8.1 code.
An important check on post-Monarchy governments is missing in Freeciv:
the inability for Republic and higher to declare war at will
http://www.complete.org/mailinglists/archives/freeciv-dev-199904/msg00031.html
Another aside: whatever happened to Rizos's patch to make the AI
use Democracy and Communism?:
http://www.complete.org/mailinglists/archives/freeciv-dev-199907/msg00084.html
claims it was well tested, so it would be a waste to leave it out.
It isn't part of CVS yet:
http://www.freeciv.org/lxr/source/ai/aihand.c?v=cvs#L480
> Jules
--
Reinier
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