[Freeciv-Dev] Re: gen-impr stuff
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On Fri, 4 Jan 2002, andi payn wrote:
> First, I added in all of the effects that weren't handled, and changed a few
> of them around (I don't think pollution adjustments are supposed to be
> additive, for example), and that's mostly done. I also added some of the
> missing things (like reactor meltdowns).
Nice. But how do you handle the pollution adjustments then? Merely pick
the higher one?
> Then I dug into the AI, and rewrote all of the code to look at effects
> rather than improvements.
Excellent! This is _really_ useful.
> The goal is that the AI will work exactly the
> same as before with standard rulesets, and won't be horribly unintelligent
> with new/modified buildings. It almost works, except that it doesn't quite
> understand accumulating Make_Content effects properly (which causes some
> noticeable flaws), a variety of little things that don't seem to noticeably
> harm the AI haven't been verified, and a few effects that weren't used, or
> were only used together with a more important effect, aren't considered the
> way they probably should be. But anyway, the AI usually chooses good
> buildings to build and estimates danger reasonably, and that's the most
> important part.
This will presumably be much easier to fix after the ai cleanup crew have
finished their work.
> The problem is, like a complete moron, I did all of this in the same code
> base I was making other changes in (and had applied other patches to)
Ooops.
> Meanwhile, if anyone wants to see what I've done, play around with it, steal
> some of my ideas and redo them properly, or even help separate out the code,
> I'll be glad to make my entire tree available to anyone who's
> brave/stupid/unemployed enough to look at it (as a tarball, or as one
> massive patch). It is playable, and fun, as-is.
Sure. Can you upload it as a huge patch to freeciv incoming ftp?
Yours,
Per
Action expresses priorities.
-- Mohandas Gandhi
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