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[Freeciv-Dev] Re: patch: make ai understand peace and alliances (PR#1277
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[Freeciv-Dev] Re: patch: make ai understand peace and alliances (PR#1277

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To: <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: patch: make ai understand peace and alliances (PR#1277)
From: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Date: Tue, 26 Feb 2002 13:51:40 +0100 (MET)

On Tue, 26 Feb 2002, Raahul Kumar wrote:
> Fully agree. Per, you claimed that in the modpack situation it made no
> sense to have allliances that you could leave. The example you gave
> was Middle Earth. I'm not sure you're quite right on that. After all,
> in every scenario, real life or fictional, you can never quite trust
> your allies.

IMHO, this must be up to the modpack author to decide. With teams, as
outlined, he can decide by using teams or not. Team allies should never
break their alliances, since they ultimately aim for a "team win".

> Post that save game. I want to check if the AI

I've already deleted the savegames, unfortunately. You can try using
rulesetloading3 + teams1 + ai2 patches, and set all AIs on the same team.
That way they'll go for a lot more peaceful expansion, and you should see
caravans being used a lot.

Another thing about caravans - does the AI check if the destination city
has available traderoutes? What happens if you send a caravan with goto to
a city with traderoutes filled up?

Yours,
Per

"What we anticipate seldom occurs: but what we least expect generally
happens." -- Benjamin Disraeli



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