[Freeciv-Dev] Re: patch: ai passive diplomacy 6 (PR#1277)
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Wed, 27 Mar 2002, Per I. Mathisen wrote:
> This is just an update to match it with most recent cvs, for those who
> want to try the active diplomats patch.
> Maintainers: There is only one outstanding objection to this patch, and
> that is the disagreement between me and Greg over whether allied forces
> should be counted as potential reinforcements or not. I still think that
My initial objections were made on a wrong basis: I assumed that one AI
doesn't ask other AIs units to attack too therefore they cannot be counted
While first part is certainly true, I forgot another fact: AI doesn't
actually tell it's own units to attack the same target. Still it sort of
The only issue I have with this is a more fundamental question: "Is your
ally's good good for you?". In other words, if you waste 5 units killing
defenders in a city and then your ally actually marches in, is it good for
When the alliances are as solid as rock (in passive diplomacy), the answer
is yes. But if alliances break from time to time, you should still have
> this is the right thing to do, and I believe the AIvsAI battles I've
> watched bears this out. If you agree with Greg that this is bad, please
> let me know and I'll take it out, or you can just leave it out and commit.
> But please, there is no reason to delay cvs inclusion on this patch. It
> just makes things difficult as other patches rely on it.
hehehe, that's quite a plea ;)
> This patch does not change any behaviour in autogames when the AIs are
> not allied.
> If you want to watch allied AIs in action, use the teams lite patch posted
I am currently unable to check the patch, but I fully support the general
idea and I did look at the earlier versions and they were good.