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[Freeciv-Dev] Re: [RFC][Patch] AI can fly v2 (fwd)

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To: per@xxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [RFC][Patch] AI can fly v2 (fwd)
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Fri, 12 Apr 2002 12:26:37 +0100 (BST)

On Thu, 11 Apr 2002 per@xxxxxxxxxxx wrote:

> On Sun, 7 Apr 2002, Gregory Berkolaiko wrote:
> > Oops, the patch was too big so my first email didn't go through...
> ...
> > Please come and play with it.
> 
> What is ai/ttt.c? Looks like you have been moving a lot of code around...?

aha, I see some cruft now
oops....
yes, that's not meant to be in...

that's why the patch was so huge, dammit :((((

> > General Impressions:
> > * Does not make AI that much tougher: battleships and howitzers are far
> > deadlier when it comes to eliminating city defenders
> 
> Well, yes, but battleships can't race around on land, and howitzer move at
> snail's pace. I think the use of aircraft do make it slightly better. For
> island defense, in particular.

It makes it more entertaining.  And, if we do something like 
F_SHIP_BUSTER, it will be more effective too.

> > * Quite good at keeping Transports at bay.  Unfortunately, AI won't build
> > anything until it sees a possible target, and then it might be too late.
> 
> We should consider a more pro-active building... how about giving it a
> real want spike for as long as it has no aircraft on the continent?

I really want to stay in line with the rest of the building code as long 
as it is not critically stupid.  Then we'd have to design a good 
system for preventive building.

> Observations:
> - The AI does not seem in any hurry to get the necessary techs for flight.

yes...  I'm not sure what is the best way to choose techs.

> - The AI should not attack cities with aircraft without checking for
> reinforcements first. Should also check for SAM (it's omniscient, use it;
> we don't remember and analyze stuff).

very right.  current reinforcement system is flawed but what isn't.
SAM is checked for automatically in get_defence (or vulnerability) things.


> - The AI should not attack if it stands a very high chance of losing (ie
> mech inf on a mountain). Aircraft are expensive. Waste some commoners
> instead.

I use the standard want equation (meaning that on average we'd be better 
off after attacking)

> - Got the assertion (which I couldn't reproduce)
> civserver: gotohand.c:1679: refuel_iterate_process: Assertion `0' failed.

oops this is very bad.  I really need the savegame!

> - I also noticed something very strange in the savegame. A transport is on
> its way, which unloads on our own continent, then the unloaded units walk
> across our own continent to reach a city on the other end... there are no
> enemy cities on that continent!!

not my fault I suspect

> - Also in the same savegame, why doesn't solomon invade sooner? It cruises
> around with dozens of transports with units in for dozens of turns before
> it finally decides to land them. Drives me crazy. pille's cities are empty
> and deserted!

defenitely not my fault: happens all the same without the aircraft code, 
when battleships empty the cities.  it's ridculously stupid.

G.




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