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[Freeciv-Dev] Re: Suggestion for freeciv change
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[Freeciv-Dev] Re: Suggestion for freeciv change

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To: Martin Willemoes Hansen <mwh@xxxxxxxx>
Cc: carl meiner <rod_serling_101@xxxxxxxxx>, <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Suggestion for freeciv change
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Thu, 8 Aug 2002 12:33:17 +0100 (BST)

On 8 Aug 2002, Martin Willemoes Hansen wrote:

> Your idea has been notet .. it will be added to the website asap.

As far as I understand this is what SMA is supposed to do.  Actually SMA 
will be able to do much more than that (which I am not sure is a good 
thing).

G.


> 
> 
> > Idea/Suggestion
> > ____
> > Selectable duty for settlers - or all units in
> > general.
> > 
> > 
> > Description
> > ______
> > Settlers could be put in an area and given orders such
> > like: "clean up all pollution you see" - so whenever
> > pollution happens, the settler would go clean it up.
> > Or: "Irrigate all grassland you see". This would make
> > unit sight ranges very important - as the unit could
> > only follow the orders if it is aware of the
> > condition.
> > Additionally - you could give this behaviour to
> > military units. such like: "Attack all non-friendly
> > units you see"  - or: "assist any friendly unit that
> > is attacked within your range of vision"
> > 
> > Realism Aspect
> > ____________
> > Generals give standing orders all the time:  Even a
> > lowly seargent is expected to use his brain while
> > directing his squad or fire team. If said seargent
> > could assist a friendly unit, he would.
> > Likewise - the U.S.A.'s "army corps of engineers" is
> > given the task of "building a road through alaska from
> > ankorage to jeauno" won't require the full attention
> > of the general - UNLESS there is a problem.
> > 
> > How to do it
> > ____________
> > This could cause some problems while coding the AI for
> > it - even though it doesn't have to be a particularly
> > smart AI. Problem areas I see are in the military unit
> > assist AI - having it make choices between multiple
> > targets, and to keep a knight from attacking a Mech.
> > Inf. unit.
> > This would be best implimented with a dialog box for
> > that unit that would define a set of rules for it's
> > behaviour. Have a box for each terrain, and what the
> > settler/engineer is supposed to do there. For the
> > military units, a control for it to attack all units,
> > or all units "smaller than" X - where the user defines
> > X (as armor or cavalry or etc. etc.)
> > 
> > 
> > Andy Roberts
> > 
> > __________________________________________________
> > Do You Yahoo!?
> > Yahoo! Health - Feel better, live better
> > http://health.yahoo.com
> > 
> 



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