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[Freeciv-Dev] Re: AI strategy
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To: Petr Baudis <pasky@xxxxxxxxxxx>, "Ross W. Wetmore" <rwetmore@xxxxxxxxxxxx>
Cc: Raahul Kumar <raahul_da_man@xxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: AI strategy
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Sat, 1 Dec 2001 21:27:32 -0800 (PST)

--- Petr Baudis <pasky@xxxxxxxxxxx> wrote:
<snip>
> > I "upped" the danger factor to discourage running away and leaving a city
> > undefended. This had the interesting effect of significantly reducing the
> > number of units running around, triggering danger reflexes to build more
> > units that usually went out and suicided so had to be replaced. The effect
> is
> > far more building improvements rather than military wastage. Gregory
> > commented that the civs were now overly peaceful and boring, though the
> game
> > often finished in the 1700s with a successful space race.
> I often end around 1400s with spacerace with current hard AI even (well,
> autogames ;-).
> 

I suspect that having a reserve force of attacking units rather than settlers
would work well too. The AI builds far too many defensive units. 


<snip>
> I think we should go this way. I didn't like just converting the AI into
> "civilized perfecionist" as Gregory named it, but if you fix it in the same
> time by forcing large number of settlers active, thus converting the AI back,
> only with its force now spent usefully, it would be great to follow you :-).
> 

You might want to check out Raimar's CMA patches as well. I happen to think a
server side AI is a pretty bad idea. Client side means people can write
competing
AI's.






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