[Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#
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just to start a semi-new thread without bugs CCed.
-mike
On Sun, Feb 24, 2002 at 03:54:31PM +0100, Petr Baudis wrote:
> Dear diary, on Sun, Feb 24, 2002 at 03:51:42AM CET, I got a letter,
> where Raahul Kumar <raahul_da_man@xxxxxxxxx> told me, that...
> > > > I was wrong in that according to Petr the AI does become a republic.
> > > > Frankly,
> > > > I have not yet seen that in any game I have ever played. In order of
> > > > popularity
> > > > I have seen:
> > > >
> > > > Despotism
> > > > Monarchy
> > > > Communism
> > >
> > > I usually check mainly AI which are able to compete with me ;-) and they
> > > are
> > > Republic most times (or Monarchy rarely).
> > >
> >
> > This is bizarre. What does determine the tech path for ai nations? I'm
> > pretty
> > sure that the nations ruleset contains techs the AI is supposed to go for.
> > Exactly how this relates to the ai tech path I do not know.
>
> When we've no strong need for anything, defaults are taken (aitech.c:275 |
> when
> bored i'll do some test if it's used anytime at all, it looks to me it isn't).
> The need depends on buildings we want, units we want, governments we want
> (aicity.c:141.. yes, i wouldn't expect it *there*.. oh well), and number of
> techs depending on this one (aitech.c:171).
>
> > > > Fixing the production issue, the AI badly needs more science. That means
> > > > fixing ai_eval_governments to actually work. That means writing a
> > > > happiness manager for the AI. Building order for improvements, that
> > > > means fixing the priority overrides for military units. Military units
> > > > should not get priority over wonders of the world or temples, or
> > > > settlers
> > > > at times. This is a very scary list.
> > >
> > > Cutting these out from Ross' corecleanups would be worthy. I plan do it
> > > after some more cleanups... (basically I now plan another path for that
> > > common formula, then cleaning up one other not-very-nice military function
> > > and then cleaning up parts touched by Ross' cleanup)
> >
> > Just ask Ross to do that. He'd know the corecleanups better than anyone
> > else.
>
> I'm not sure whether he's willing to. Ross? ;)
>
> > > > I believe that there is one quick fix solution. Come up with a minimal
> > > > diplomacy model to allow the AI to trade techs. That will stop the AI
> > > > from being so badly behind in technology.
> > >
> > > If we are going to do it, we should to it properly. No quick hacks and
> > > quick fixes, please.
> > >
> >
> > The AI trading techs with other countries would not be easy. I do not feel
> > like trying to work out when the ai should pay tribute, when it should
> > kowtow
> > to its neighours etc. Have a look at the lack of diplomacy code. It's a
> > tremendous mess.
>
> The lack of some code is a mess?
>
> > > And, then I won't be able to win against AI! :) (I'm relatively bad
> > > freeciv
> > > player)
> > >
> >
> > Yes you would. You'd just have to trade techs as well. In fact this would
> > allow a trader style of play. You research techs that Civ 1 does not have,
> > in
> > order to gain a tech that Civ 2 does not have. You then trade that tech to
> > Civ 3, and you are now 3 techs ahead, with a 2 tech lead on the AI civs.
> >
> > It might mean an alternative to war.
>
> Oh well, but I would lose anyway ;-).
>
> --
>
> Petr "Pasky" Baudis
>
> * elinks maintainer * IPv6 guy (XS26 co-coordinator)
> * IRCnet operator * FreeCiv AI hacker
> .
> No one can feel as helpless as the owner of a sick goldfish.
> .
> Public PGP key && geekcode && homepage: http://pasky.ji.cz/~pasky/
- [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), Raimar Falke, 2002/02/22
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Petr Baudis, 2002/02/22
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Raimar Falke, 2002/02/22
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Mike Kaufman, 2002/02/22
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Raimar Falke, 2002/02/22
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Tony Stuckey, 2002/02/22
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Raahul Kumar, 2002/02/23
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Petr Baudis, 2002/02/23
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Raahul Kumar, 2002/02/23
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264), Petr Baudis, 2002/02/24
- [Freeciv-Dev] Re: [PATCH] aiunit.c ai_military_findvictim() cleanup (PR#1264),
Mike Kaufman <=
- [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, 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), Tony Stuckey, 2002/02/21
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