[Freeciv-Dev] Re: (PR#5122) Building requirement for techs
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On Mon, 18 Aug 2003, Per I. Mathisen wrote:
>
> On Mon, 18 Aug 2003, Gregory Berkolaiko wrote:
> > Forgetting the above concerns, I would prefer to see buildings as
> > prerequisites for units rather then techs.
>
> Already implemented and put into cvs, with full AI support, and written by
> yours truly. See impr_req in units.ruleset.
>
> If you meant a ruleset using this, I have that too. It pretty much kills
> smallpox. Only problem is that the AI stumbled and fell over strategically
> last time I tried it, and I didn't have time to find the reason.
Oh. I see.
I think such flexibility ought to be enough for a good ruleset. And I
would strongly encourage people to look at making AI recognize and deal
with this existing flexibility, rather than pile up new features.
G.
- [Freeciv-Dev] Re: (PR#5122) Building requirement for techs, (continued)
- Message not available
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Per I. Mathisen, 2003/08/17
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Michael Mielke, 2003/08/17
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Gregory Berkolaiko, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Per I. Mathisen, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs,
Gregory Berkolaiko <=
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Michael Mielke, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Morgan Jones, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, John Wheeler, 2003/08/19
[Freeciv-Dev] Forking code. (Re: (PR#5122) Building requirement for techs), Lobo Gris, 2003/08/20
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Michael Mielke, 2003/08/19
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