[Freeciv-Dev] Re: (PR#4387) The Return of the Rand() Moves
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On Wed, 11 Jun 2003, Raimar Falke wrote:
> > The outline implementation will be a nightmare to implement and maintain,
>
> Can I convince you that this isn't the case if I code the implementation?
Sure! It's up to you how you spend your time ;)
But I think a reasonable necessary condition for the inclusion should be
that the mainstream PF calculation is not slowed down.
> > and will not satsify all users either.
>
> You have to outline this.
Just a feeling. Somebody will always complain that he prefers that path
to this path, and with the randomness it's hard to argue which is the
shortest.
On Wed, 11 Jun 2003, ChrisK@xxxxxxxx wrote:
> PF is done *once* when I press G, right? So this shouldn't matter...
More or less. Actually it's done dynamically, as you move the mouse
around.
> > I have yet to see any credible argument that "exacter data" of a average
> > quantity provides any measureable improvement to game play.
>
> The "old" Goto was very well tuned and I liked it. I haven't searched for PF
Changing the turn mode to TM_CAPPED will give you the same paths as were
produced by previous goto implementation.
> bugs when I found them; I stumbled over them while playing, and learned, ah
> this is new Pathfinding. Well there are various bugs, some of them easy to
> fix (I hope) but would you use GOTO if you knew it gives suboptimal routes?
BTW, with unified path-finding the bugs you find will help us not only to
fix the client goto, but the AI goto too. So you are doing a very good
and important job.
On Wed, 11 Jun 2003, ChrisK@xxxxxxxx wrote:
>
> We have this move model with a lot of units with 1 MP, and we have roads.
> The randomness is the answer to that problem.
>
> So, if a musketeer with 2/3 MP sometimes reach the next tile and sometimes
> not, I think its fair. For me, it need not be computable, it is just a game.
>
> When all moves with 2/3 MP fail, this changes a lot in gameplay.
I actually quite liked the Civ3 model where the move was possible as long
as you have any MP left. I would actually prefer that to "strict"
movement.
Also we can make the rules so that moves with 2/3 will always succeed and
moves with 1/3 will always fail. It's just the randomness that creates
much problem.
G.
- [Freeciv-Dev] Re: (PR#4387) The Return of the Rand() Moves, (continued)
[Freeciv-Dev] Re: (PR#4387) The Return of the Rand() Moves, Per I. Mathisen, 2003/06/11
[Freeciv-Dev] Re: (PR#4387) The Return of the Rand() Moves, Per I. Mathisen, 2003/06/11
[Freeciv-Dev] Re: (PR#4387) The Return of the Rand() Moves, Anthony J. Stuckey, 2003/06/11
Message not available
[Freeciv-Dev] Re: (PR#4387) The Return of the Rand() Moves, Per I. Mathisen, 2003/06/12
[Freeciv-Dev] Re: (PR#4387) The Return of the Rand() Moves,
Gregory Berkolaiko <=
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