[Freeciv-Dev] Re: [Patch][RFC] AI can fly
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--- 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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- [Freeciv-Dev] Re: [Patch][RFC] AI can fly, (continued)
- [Freeciv-Dev] Re: [Patch][RFC] AI can fly, Tony Stuckey, 2002/03/02
- [Freeciv-Dev] Re: [Patch][RFC] AI can fly, Raimar Falke, 2002/03/02
- [Freeciv-Dev] Re: [Patch][RFC] AI can fly, Raahul Kumar, 2002/03/02
- [Freeciv-Dev] Re: [Patch][RFC] AI can fly, Petr Baudis, 2002/03/03
- [Freeciv-Dev] Re: [Patch][RFC] AI can fly, Raahul Kumar, 2002/03/03
- [Freeciv-Dev] Re: [Patch][RFC] AI can fly, Per I. Mathisen, 2002/03/04
- [Freeciv-Dev] Re: [Patch][RFC] AI can fly, Raimar Falke, 2002/03/04
- [Freeciv-Dev] Re: [Patch][RFC] AI can fly, Ben Webb, 2002/03/04
- [Freeciv-Dev] Re: [Patch][RFC] AI can fly,
Raahul Kumar <=
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