[Freeciv-Dev] Re: [PATCH2] Re: AI questions
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
> > for (id = 0; id < game.num_impr_types; id++) {
> > /* selling walls to buy defenders is counterproductive -- Syela */
> > - if (can_sell_building(pcity, id) && id != B_CITY) {
> > + /* Selling palace too. Virtually selling of every building with
> > + * original upkeep 0. We can't exempt all buildings with real
> > + * upkeep 0 because e.g. B_ASMITHS. --pasky */
> > + if (can_sell_building(pcity, id) && improvement_types[i].upkeep) {
>
> This is such a place where more then just the change is required. Yes I would
> agree that the change is reasonable at first sight. However you have to
> understand it. So the question is which improvements make
> "can_sell_building(pcity, id) && improvement_types[i].upkeep" true and aren't
> city walls or the palace. This would be one extra check and a freelog and a
> test run. However you have to keep in mind that can_sell_building depends on
> the city.
Thanks for hints. Anyway, what we have ruleset files for? I checked that in
default/buildings.ruleset, and only city walls, palace, space improvements,
coinage and wonders have upkeep 0.
> So this becames:
>
> for (id = 0; id < game.num_impr_types; id++) {
> if((!is_wonder(id)) && improvement_types[id].upkeep)
if((can_sell_building(pcity, id) && improvement_types[id].upkeep)
/* rather? We have to check also if it's even already built ;) */
> {
> if(id!=B_CITY && id!=B_PALACE)
> freelog(LOG_NORMAL,"%d",id);
> }
>
> Can you test this?
Obviously I can. Anyway, I ran into some weird problems, ending with my test
game around 1760, then it abort()s it seems. I suspect it has nothing to do
with my changes however, I will investigate it too.
--
Petr "Pasky" Baudis
UN*X programmer, UN*X administrator, hobbies = IPv6, IRC
Real Users hate Real Programmers.
Public PGP key, geekcode and stuff: http://pasky.ji.cz/~pasky/
- [Freeciv-Dev] Re: AI, (continued)
- [Freeciv-Dev] Re: AI, Petr Baudis, 2001/11/25
- [Freeciv-Dev] Re: AI, Raahul Kumar, 2001/11/27
- [Freeciv-Dev] Re: AI (THRESHOLD magic), Petr Baudis, 2001/11/27
- [Freeciv-Dev] Re: AI (THRESHOLD magic), Raahul Kumar, 2001/11/28
- [Freeciv-Dev] Re: AI (THRESHOLD magic), Raahul Kumar, 2001/11/28
- [Freeciv-Dev] [PATCH2] Re: AI questions, Petr Baudis, 2001/11/24
- [Freeciv-Dev] Re: [PATCH2] Re: AI questions, Raahul Kumar, 2001/11/24
- [Freeciv-Dev] Re: [PATCH2] Re: AI questions, Petr Baudis, 2001/11/25
- [Freeciv-Dev] Re: [PATCH2] Re: AI questions, Raimar Falke, 2001/11/26
- [Freeciv-Dev] Re: [PATCH2] Re: AI questions, Raimar Falke, 2001/11/25
- [Freeciv-Dev] Re: [PATCH2] Re: AI questions,
Petr Baudis <=
- [Freeciv-Dev] Re: [PATCH2] Re: AI questions, Petr Baudis, 2001/11/25
- [Freeciv-Dev] Re: [PATCH2] Re: AI questions, Raimar Falke, 2001/11/25
- [Freeciv-Dev] Re: [PATCH2] Re: AI questions, Petr Baudis, 2001/11/25
- [Freeciv-Dev] Re: AI questions, Raahul Kumar, 2001/11/24
- [Freeciv-Dev] Re: AI questions, Petr Baudis, 2001/11/24
- [Freeciv-Dev] Re: AI questions, Ross W. Wetmore, 2001/11/25
- [Freeciv-Dev] Re: AI questions, Raahul Kumar, 2001/11/26
- [Freeciv-Dev] Re: AI questions, Ross W. Wetmore, 2001/11/30
[Freeciv-Dev] Re: AI questions, Reinier Post, 2001/11/24
[Freeciv-Dev] Re: AI questions, Reinier Post, 2001/11/24
|
|