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[Freeciv-Dev] Re: [Patch][RFC] AI can fly
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[Freeciv-Dev] Re: [Patch][RFC] AI can fly

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To: Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx>, "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [Patch][RFC] AI can fly
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Mon, 4 Mar 2002 04:25:14 -0800 (PST)

--- Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx> wrote:
> On Mon, 4 Mar 2002, Per I. Mathisen wrote:
> 
> > I think the easiest and best solution is to embed AI hints in
> > buildings.ruleset, instead of trying to guess. For example
> > ROLE_BEST_SEAWAR (Magellan), ROLE_BEST_LANDWAR (Great Wall),
> > ROLE_BEST_PRODUCTION (Hoover Dam), ROLE_BEST_SCIENCE (Newton's),
> > ROLE_BEST_HAPPINESS (Michalangelo's), etc...
> 
>       Perhaps I'm biased, but surely the "effect" field of each Wonder 
> already codifies this to a large extent? i.e. BEST_SEAWAR could be a 
> weighted sum of any effects with aff_unit == Sea, BEST_SCIENCE a sum of 
> any Science_Bonus effects, etc.
> 
> > I think that would be very hard, since generalised improvement effects
> > will be very generalised eventually.
> 
>       Erm, generalised improvement effects already are "very 
> generalised", thanks. ;) The only effects that aren't currently 
> implemented are those that Freeciv doesn't use anyway. All I have to do is 
> hack savegames to take care of effects that survive building destruction 
> (Apollo) and take care of the AI[*].
> 
> [*] Yes, OK, so the AI isn't exactly trivial, but Andi Payn already has 
>     working code for this, so that shouldn't be enormously difficult.

Andi, if you're listening, please post those patches for review.



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