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[Freeciv-Dev] Re: Railroads and AI
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[Freeciv-Dev] Re: Railroads and AI

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To: Freeciv dev list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Railroads and AI
From: Robert Rendell <rob@xxxxxxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 16 Jun 2000 11:05:57 +1000 (EST)

Asher Densmore-Lynn wrote:
} 
} Probably another server variable, cost_railroad int, where 1/int is the MP
} cost for a unit to move over a railroad -- 0 to disable.
} 
} Of course, I'm *SURE* the people working on goto would just LOVE see this
} modification.

If instead of using 0 to disable limited railroad, you had a very large
value, like the map's height*width, you'd effectively allow infinite
movement on railroads, and the goto routine wouldn't have to make special
allowances.  In fact, it would possibly make the routine simpler, because
railroad being free is currently a pain.

} And it could be argued that railroad-teleport versus railroad-darnfast could
} really, uhm, -derail- the AI. <giggle>

:)

Actually, I think the teleport nature of railroads currently confuses the
AI anyway.  For instance, the AI sometimes leaves cities undefended if it
believes there are no enemy units in "striking distance".  I saw a
situation where a player landed a diplomat on an AI's island that was all
railroaded up, bribed a city which _did_ have units in it, got the units,
and then ran around on the railroad and grabbed all the undefended cities.

                                                        Have fun,
                                                         Rob R.
                                                          \((/
                                                          ~oo~
                                                          /))\



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