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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>, Petr Baudis <pasky@xxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264)
From: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>
Date: Wed, 20 Feb 2002 13:19:40 +0000 (GMT)

 --- Raahul Kumar <raahul_da_man@xxxxxxxxx> wrote: > 
> --- Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx> wrote:
> >  --- Raahul Kumar <raahul_da_man@xxxxxxxxx> wrote: 
[...]
> > 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

Ah, you see, Petr, I am not alone!


> frankly I'm much more inclined to a statistical approach.

In fact it is a statistical approach, but a well masked one.

> 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.

I'l wait for the savegame ;)


G.


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