[Freeciv-Dev] Re: AI questions
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On Fri, Nov 23, 2001 at 09:36:16PM +0100, Petr Baudis wrote:
> - advisors - unimplemented mostly, will their tech. advise ever be
> implemented?
> Is it needed? If so, should we implement it now? Doesn't seem to
> be
> too difficult to me. Shouldn't them all advise both buildings and
> technologies? (almost all, well :) It looks to me we should
> implement
> them, to help AI start trading etc sooner and evolve more
> carefully.
This would seem to imply that the AI has some idea of how to run a
civ. :) The Civ2 advisors were always giving me annoying advice which I
clearly didn't want to take.
> - buildings - when city has nothing to build and settlers seem too dangerous,
> shouldn't it try coinage?
Probably now. Most likely, that code was last modified before
production -> gold was enabled so early in the tech tree.
> - 13th city - in the README.AI, it's told it is unlucky. just a joke? ;-)
No, it refers to the empire size happiness hit. The numbers have
changed, and it probably is wrong now, but it's not just a joke.
> - spaceship - shouldn't we launch spaceship also if our capital is in danger
> and we have reasonable reliability (>50%) or if someone already
> launched it and we would get sooner there and have reasonable
> reliability (>75%).. kinda:
>
> launched_spaceships*(our_traveltime*our_reliability/avg_traveltime*avg_reliability)
You're not supposed to know the arrival times of foreign space
ships. If the capital is in danger, launghing the spaceship would be a bad
thing, since it's lost if the capital is taken. You'd want to build a
palace in a safer place, instead.
--
Anthony J. Stuckey stuckey@xxxxxxxxxxxxxxxxx
"And they said work hard, and die suddenly, because it's fun."
-Robyn Hitchcock.
[Freeciv-Dev] Re: AI questions, Reinier Post, 2001/11/24
[Freeciv-Dev] Re: AI questions, Reinier Post, 2001/11/24
[Freeciv-Dev] Re: AI questions,
Tony Stuckey <=
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