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[Freeciv-Dev] Re: patch 3: ai passive diplomacy + alliances fixes (PR#12
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[Freeciv-Dev] Re: patch 3: ai passive diplomacy + alliances fixes (PR#12

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Subject: [Freeciv-Dev] Re: patch 3: ai passive diplomacy + alliances fixes (PR#1277)
From: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Date: Wed, 27 Feb 2002 15:38:13 +0100 (MET)

On Wed, 27 Feb 2002, Gregory Berkolaiko wrote:
> On Tue, 26 Feb 2002, Per I. Mathisen wrote:
> > Major changes:
> >  -> AI now looks at nearby allied units as potential reinforcements
>
> This won't work.  I think it will make AI behave even more stupid that it 
> does.
> It will count on the reinforcements but they will never arrive.

Why won't they arrive? That is not my understanding of this code. I also
believe I have seen this work in savegames (using the harder difficulties
patch).

If the reinforcements_value function checked our own units to see if they
were occupied with some other task (like bodyguarding, goto, etc), I would
understand your objection, but as is, allied units are as good as our own.

> >  -> Allied players protect each other using SDI

My fault. They always did. My fix should stop allied SDI from blasting our
nukes from the sky.

> reversal of the original meaning??
> reversal of the original meaning
> preferably with PORT
> so was it a bug befroe?

Sorry, all of these are silly bugs that I should have found before posting
the patch. I will go sit in the corner now.

Yours,
Per

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



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