[Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#
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--- Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx> wrote:
> --- Raahul Kumar <raahul_da_man@xxxxxxxxx> wrote:
> >
> > --- 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 ?
>
> what can I say,
> have a look at the function, see if you can improve it.
I did. Yuck! I have no idea why these nos are multiplied together, and frankly
I'm much more inclined to a statistical approach.
If the chance of winning a battle is greater than 50 % attack, with modifiers
if the unit is outnumbered etc.
>
> If you give me a savegame with AI attacking fortified mech on a mountain, I
> will also have a go.
>
OK, I'll post a savegame soon. In the meantime, for your own amusement park
a veteran mech inf in front of an AI city(explorer etc all work well) that has
mountain squares nearby. Watch the ai waste units. For more ai fun, park a
mech inf in a chokepoint, where the AI has not expanded to yet.
> > > 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.
>
> You are right. But I was thinking more about mines and irrigation.
>
Probably only when the AI does not have enough units to take a city. I never
pillage city squares, I like to turn their cities into mine.
> > > I think we should make many small functions with good names, like
> > > consider_defending_town, consider_pillaging, consider_hut_poaching and
> > > has_passangers.
> >
> > I think you meant has_passengers.
>
> yep.
>
> > > Somehow I like it more. Don't really know why.
> > > BTW, there is still one apetency lurking...
> > >
> >
> > Apetency?
>
> Yes, it is a little green animal, mostly harmless but can cause
> misunderstanding (just like now) ;)
> It was lurking in Petr's patch...
>
I see ;).
> G.
>
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- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), (continued)
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Petr Baudis, 2002/02/20
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Mike Kaufman, 2002/02/20
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Raahul Kumar, 2002/02/20
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Petr Baudis, 2002/02/20
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Raahul Kumar, 2002/02/20
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Petr Baudis, 2002/02/20
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Gregory Berkolaiko, 2002/02/20
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264),
Raahul Kumar <=
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Gregory Berkolaiko, 2002/02/20
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Tony Stuckey, 2002/02/21
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Petr Baudis, 2002/02/20
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