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[Freeciv-Dev] Re: Incorrect tech rate on ai players (PR#1078)
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[Freeciv-Dev] Re: Incorrect tech rate on ai players (PR#1078)

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To: Reinier Post <rp@xxxxxxxxxx>
Cc: jorneg@xxxxxxxxxxx, freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Incorrect tech rate on ai players (PR#1078)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 27 Nov 2001 09:58:59 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Mon, Nov 26, 2001 at 11:51:16PM +0100, Reinier Post wrote:
> On Mon, Nov 26, 2001 at 11:46:38AM -0800, jorneg@xxxxxxxxxxx wrote:
> > Full_Name: Jordi Negrevernis i Font
> > Version: 1.11.2
> > Distribution: Windows binary
> > Client: Gtk+
> > OS: Win98
> > Submission from: (NULL) (62.174.74.188)
> > 
> > 
> > The ai players get rates of 100% of tech when playing with the republic!!!!
> > 
> > When you get the control of player doing 'aitoggle XXX' the client or server
> > says 'incorrect rates corrected' or something like this.
> 
> This is one of the few ways in which the 'hard' AI players cheat.
> Another is their ability to see the whole map.
> 

> Does anyone know if the meaning of the AI skill levels is documented
> anywhere?  The client help, server help, and FAQ don't seem to
> mention it.

The source ;) Look at server/stdinhand.c:*skill_level*. There are only
3 skill level used out of 10 (1-10). (2=easy, 4=normal, 6=hard)

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  Tank: So what do you need? Besides a miracle.
  Neo: Guns. Lots of guns.
    -- From The Matrix


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