Complete.Org: Mailing Lists: Archives: freeciv-dev: April 2002:
[Freeciv-Dev] Re: settlers.c cleanup
Home

[Freeciv-Dev] Re: settlers.c cleanup

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: settlers.c cleanup
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Thu, 4 Apr 2002 00:41:22 -0800 (PST)

A few questions.

>  /**************************************************************************
> -FIXME: we currently see even allies as enemies here in this routine
> +  Try to keep autosettlers out of enemy territory. We assign blocks of
> +  territory to the enemy based on the location of his units and their
> +  movement.
> +
> +  FIXME 1: We currently see even allies as enemies here in this routine.
> +  FIXME 2: We totally ignore roads and rail. Whatever Syela says, this is
> +  just so broken.

How does the autosettler code ignore road/rail? I thought it picked the lowest
cost path to dest.

> +  FIXME 3: We should not omnisciently iterate over all units in the world,
> +  but iterate over pplayer's autosettlers, and look for enemies that 
> +  they can see on their own continent, near the shores or in the air.

Disagree. Let the AI enjoy what few advantages it has. Maybe only in easy mode.

> +  FIXME 4: With units with extremely high movement in the game, this 
> +  function effectively makes the autosettlers run and hide and never come 
> +  out again. The cowards.

That is the correct behaviour. The settlers should only come out with
bodyguards. Better a live settler than a dead martyr.

__________________________________________________
Do You Yahoo!?
Yahoo! Tax Center - online filing with TurboTax
http://taxes.yahoo.com/


[Prev in Thread] Current Thread [Next in Thread]