[Freeciv-Dev] Re: (PR#3646) freeciv-ai ai_military_findvictim
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On Fri, 7 Mar 2003, ue80@xxxxxxxxxxxxxxxxxxxxx wrote:
> Hi,
>
> in ai_military_findvictim(
>
> /* Ferryboats with passengers do not attack. */
> if (punit->ai.passenger > 0) {
> return 0;
> }
>
> why that? Attacking with caravels and fregattes is better than getting
> attacked by the same unit.
For simplicity. But you are welcome to write a patch which should figure
the cost of the passangers into the cost of the unit and then into the
kill_desire equation.
> And even attacking a caravel with a trireme is better than getting
> attacked. Ok perhaps we should try to unload first, but thats not a good
> idea in every case.
>
> With that restriction the normal playerattack case isn't possible:
> Move a fregatte with a horsemen near to an enemy city, kill the defender
> (lets say its an horsemen), unload the horsemen, enter the city.
How about move a frigate to a city, unload the horsemen, attack city with
frigate, enter city with horsemen? You method is better in presence of
autoattack though. Mind you, present AI can do neither (at least
"intentionally")
> Something else:
> /*************************************************************************
> This function looks at tiles adjacent to the unit in order to find
> something
> to kill or explore. It prefers tiles in the following order:
>
> Returns value of the victim which has been chosen:
>
> 99999 means empty (undefended) city
>
> Why do we only look at adjacent tiles? Players look on reachable tiles.
It says "this function". There are other functions :)
G.
> With a horse on a nuclearpowered, magelan accelerated transport that is
> a big difference.
> Same for paratroopers, helecopters.
>
> Thomas
>
- [Freeciv-Dev] Re: (PR#3646) freeciv-ai ai_military_findvictim,
Gregory Berkolaiko <=
[Freeciv-Dev] Re: (PR#3646) freeciv-ai ai_military_findvictim, Per I. Mathisen, 2003/03/07
[Freeciv-Dev] Re: (PR#3646) freeciv-ai ai_military_findvictim, Ilkka Lehtoranta, 2003/03/07
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