[Freeciv-Dev] Re: MORT
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> It's only about 10% quicker, but if someone somewhere
> is running freeciv on (say) a 486sx, it's likely to be
> a much bigger difference.
>
> I could send a patch with some explanatory comments.
Please. (yes, I know robert also helped)
> I have started writing an "ai-hackers-guide.txt" to
> describe how the current AI does its various
> evaluations and decisions.
That would be very nice! I have some insight in it too, so feel free to
ask (and/or let me proff-read it).
Please be liberal with correcting and deleting old comment as
neccesary, many of then are not worth much as it is.
> If you want to change MORT, then apart from the
> ((23/24)**12)=(3/5) hack, you would have to deal with
> the various hardcoded values in city_desirability. I
> don't 100% understand where they came from yet (the
> comment says
> /* all of these kluges are hardcoded amortize calls
> /* to save much CPU use -- Syela
> )
How about making that lookup table you mentioned if it is so CPU
critical. It could be generated on startup to allow changing MORT.
> I think MORT represents "the number of turns that an
> investment takes to pay for itself". Is there an
> accountant or an economist in the house who can tell
> us if this is standard terminology?
I agree.
> =====
> Andrew McGuinness Luton, UK
> andrew_mcguinness@xxxxxxxxxxx
-Thue
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