[Freeciv-Dev] (PR#8827) bad use of ferries by AI
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=8827 >
> [jdorje - Mar. Mai. 25 03:46:36 2004]:
>
> CVS current as of Tue May 25 03:43:26 UTC 2004
>
> I was running a client autogame (client connected to the server as an AI
> player), and after some expansion the player stopped expanding. In fact
> no units were moving at all. I believe the home island had been fully
> colonized. Then some enemies came in on a boat, and we fought them off
> easily. I figured there were no ferries, and hurried to set saveturns
> to 1. I let it run a little longer and didn't notice a change.
>
> So I exited and loaded one of the savegames (the 200AD one IIRC).
> Again, no ferries were around nor being built. This ran for a little
> while, overwriting some of the previous savegames no doubt.
>
> So I disabled auto-turn-done-in-ai-mode, and restarted the client &
> server from the "original" 200AD savegame. To my surprise, there were
> lots of ferries (triremes) available. But they were all sitting around
> in cities. No better ferries can be built but triremes are sufficient
> to reach the enemy shores.
>
> Savegames available.
>
> jason
>
Hi,
i was make some test game with a aitoggle on my civilization, naval
units are created but no move, i need to put x key to start exploring.
I am surprised by this i was think aitoggle no work well!
when (some times this work with not force x) ia use naval unit this
units explore the map in clusters, all naval unit go and go back to some
direction.
some times this go and go-back move is execute more than 2 times
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