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[Freeciv-Dev] Re: (PR#4387) The Return of the Rand() Moves
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[Freeciv-Dev] Re: (PR#4387) The Return of the Rand() Moves

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#4387) The Return of the Rand() Moves
From: "ChrisK@xxxxxxxx" <ChrisK@xxxxxxxx>
Date: Thu, 12 Jun 2003 08:12:53 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Thu, Jun 12, 2003 at 06:19:54AM -0700, Raimar Falke wrote:
> On Thu, Jun 12, 2003 at 02:32:13AM -0700, Per I. Mathisen wrote:
> 
> > Raimar, is it okay with you that rand() moves is made a server option, and
> > that it defaults to off in the default ruleset?
> 
> I just don't see what it buys us.
> 
> The only point I see is that the AI can be more optimal in the
> non-random case. However I think that the AI movement speed doesn't
> have this much impact on the general performance of the AI that it
> would be worth it.
> 
> What about a cheat (non-handicap) for this? So with this cheat the AI
> will always win this random decision.

IMHO, by design, this is ugly. Maybe randomness is a problem for AI now,
but, after all, not the only one. And there is still hope, that it learns to
cope with, some day.

rand() moves as a server option, seems to be a solution, but this affects
gameplay a lot and takes a lot of movement out of the game, as any 1 MP unit
with less than 100% HP is affected. I'm confident there won't be many who
want this, and your work is vain (as with many other server options).
You might want it 50%: If the unit has 50% of the required move points, it
succeeds. But again, I think it is not worth it.

I can live with the suboptimal routes for some time, if this matters, and am
more hoping to see the other bugs around fixed.

When is the next release?

Christian

-- 
Christian Knoke     * * *      http://www.enter.de/~c.knoke/
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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