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[Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#
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[Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#

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To: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Cc: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264)
From: Petr Baudis <pasky@xxxxxxxxxxx>
Date: Wed, 20 Feb 2002 13:47:12 +0100

Dear diary, on Wed, Feb 20, 2002 at 01:02:55PM CET, I got a letter, where
Raahul Kumar <raahul_da_man@xxxxxxxxx> told me, that...
> 
> --- Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx> wrote:
> 
> > I suspect the idea of patt is to force punit to attack a stack of units if
> > they are endangering punit, even if they are not that weak...
> 
> So this is the reason that the ai makes senseless attacks. Any change of
> convincing the AI not to attack veteran fortified mech inf on mountains any
> time soon ?

This is IMO definitively not this case. But if yes, something VERY weird is in
get_total_*_power(), however I don't think so.

> > How about writing a separate function 
> > > > consider_pillaging(x, y, punit) ?  in general, not only barbarians
> > > > should pillage.
> > > 
> > > Is it used anywhere else?
> > 
> > could be but I don't think so.  but it shouldn't stop you IMO
> 
> Making AI units pillage roads and railroads could be a very bad idea. The AI
> might never succeed in taking cities if it pillages roads/railroads along the
> way.

Yes.

-- 

                                Petr "Pasky" Baudis

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