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[Freeciv-Dev] Re: AI

[Freeciv-Dev] Re: AI

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To: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Cc: Petr Baudis <pasky@xxxxxxxxxxx>, Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: AI
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Sun, 25 Nov 2001 10:05:05 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Sun, Nov 25, 2001 at 12:57:58AM -0800, Raahul Kumar wrote:
> Good luck with your changes so far. Some random questions
> Have you started work on the science adv yet? I'd like to see it as you code
> it.
> Threshold what do you think this magic no is? I was initially inclined to
> believe
> that threshold * some movement factor was meant to be the max no of squares a
> unit can move in one turn. Unfortunately, railroad move cost = 0 makes it 
> fairly useless. And why are threshold nos not far lower for sea and air units?

> Amortise: Any ideas about this function? What are we trying to achieve here.

This was discussed in the past. Search the archive.


 email: rf13@xxxxxxxxxxxxxxxxx
 "That's fundamental game play!  My main enemy is *ALWAYS* fighting 
  a 4-front war.  I make sure of it!"
    -- Tony Stuckey, freeciv-dev

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