[Freeciv-Dev] Re: Railroads and AI
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On Fri, Jun 16, 2000 at 11:05:57AM +1000, Robert Rendell wrote:
> 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.
I thought of that, but decided that it'd be too messy to have a unit with "2
and 65522/65535" movement points left. I mean, that's just ugly.
> 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 wouldn't know about -that-...
--
Asher Densmore-Lynn <jesdynf@xxxxxxxxxxxx>
- [Freeciv-Dev] Re: Railroads and AI, Peter Schaefer, 2000/06/15
- [Freeciv-Dev] Re: Railroads and AI, Tomasz Wegrzanowski, 2000/06/16
- [Freeciv-Dev] Re: Railroads and AI, Asher Densmore-Lynn, 2000/06/16
- [Freeciv-Dev] Re: Railroads and AI, Robert Rendell, 2000/06/16
- [Freeciv-Dev] Re: Railroads and AI, Reinier Post, 2000/06/16
- [Freeciv-Dev] Re: Railroads and AI, Jeff Mallatt, 2000/06/16
- [Freeciv-Dev] Re: Railroads and AI, Daniel Burrows, 2000/06/16
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