[Freeciv-Dev] Re: (PR#6906) Windows Nov 17 last remaining enemy unit
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[Freeciv-Dev] Re: (PR#6906) Windows Nov 17 last remaining enemy unit |
From: |
"Brandon J. Van Every" <vanevery@xxxxxxxxxxxxxxxxxxx> |
Date: |
Thu, 20 Nov 2003 01:19:09 -0800 |
Reply-to: |
rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=6906 >
I had bad experiences a few weeks ago trying to get a working Windows build
environment going. I've concluded that MinGW sux rocks. Haven't tried Cygwin.
What are you writing your diplomatic AIs in? If you were using Python, I'd
take a go at it. But I ain't gonna do plain old C.
I'm currently looking at adding Python support to Xconq, for AI and game design
purposes.
Cheers,
Brandon
> -----Original Message-----
> From: Per I. Mathisen [mailto:per@xxxxxxxxxxx]
> Sent: Wednesday, November 19, 2003 11:49 PM
> To: vanevery@xxxxxxxxxxxxxxxxxxx
> Subject: Re: [Freeciv-Dev] Re: (PR#6906) Windows Nov 17 last remaining
> enemy unit
>
>
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6906 >
>
> On Wed, 19 Nov 2003, Brandon J. Van Every wrote:
> > Ok... then perhaps the alliance system is "bugged," or
> > misfeatured. Here's the sequence of events:
> >
> > 1) I whack the Irish cities. His 1 Explorer escapes, as
> Explorers will
> > easily do. So I'm at War with the Irish.
> ...
> > 4) Someone allies with the bloody Irish! WHY?? They're pathetic!
> ...
> > I'd call this a bug.
>
> Well, a lack of feature, at least. The AI has no concept of 'this
> potential ally is too pathetic to bother'. Patches to add
> this would be
> welcome :-)
>
> - Per
>
>
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