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[Freeciv-Dev] Re: freeciv2 kernel,modules and rulesets
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[Freeciv-Dev] Re: freeciv2 kernel,modules and rulesets

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: freeciv2 kernel,modules and rulesets
From: Ed Hunter <ed.hunter@xxxxxxxxx>
Date: Tue, 04 Dec 2001 00:25:34 +0100

Pasky wrote:

well, in the past we would be happy with AI actually relying even on units'
capabs, not on units' types itselves. we successfully have done it, so
well, why don't take another step further, i just wonder how. let's have
e.g. unit Teleporters with A:3 D:1 which is able to teleport anywhere in
range of 5 squares, and it takes it 1/3 of HP. now tell me how to describe
such a capability universally to the AI using rulesets (as i see no other
way how would ai learn about it automagically itself). or if it's too big,
let's take plain goto for plain unit. you didn't listed it in your basic
capabilities, so how you would describe it to "reasonably ideal" ai?


Hmm, you would define something like CAP_TELEPORT and make a module for AI to work with it. Since it's a new thing, new part of AI is required.

Jarda Benkovsky



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