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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: Raahul Kumar <raahul_da_man@xxxxxxxxx>, Tony Stuckey <stuckey@xxxxxxxxxxxxxxxxx>
Cc: Petr Baudis <pasky@xxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: freeciv2 kernel,modules and rulesets
From: Andrew Sutton <ansutton@xxxxxxx>
Date: Tue, 4 Dec 2001 09:36:02 -0500

On Tuesday 04 December 2001 07:33 am, Raahul Kumar wrote:
> Possible ideas
>
> An evaluation function for units that compares splits them into three
> categories
>
> good defensive
> good attacking
> good other(other will be a very big category)
>
> What the function does is compare whether the flags like F_IGTER for the
> situation( if our city is under attack, should we build one more defensive
> unit or a diplomat to bribe the attacking units)
>
> a) increase movement              b) increase attack like   F_IGWALL

maybe the ai should do all this stuff when it learns the game rules. it can 
setup internal tables to handle various conditions. uh-oh, there' people 
coming to get a city, i'd better build defensive units. what units are good 
for defense (check my table)... musketmen.

or something like that.

each unit can probably contain additional information that tells the ai 
specifically how to use it. again, or something like that.

andy


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