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[Freeciv-Dev] Re: (PR#11005) Question about Freeciv 2.0.0 (maybe)
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[Freeciv-Dev] Re: (PR#11005) Question about Freeciv 2.0.0 (maybe)

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To: edearl@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#11005) Question about Freeciv 2.0.0 (maybe)
From: "Benedict Adamson" <badamson@xxxxxxxxxxx>
Date: Sun, 14 Nov 2004 10:27:45 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=11005 >

Jason Short wrote:
...
> Secondly, letting the human cheat is not the answer.  Instead the AIs 
> cheating should be restricted.  (Side note: there may be different 
> degrees of cheating possible.  For instance rather than being shown the 
> whole map you may only be shown a few tiles beyond where you could 
> normally see.)  The different degrees of AI difficulty are supposed to 
> have different handicaps that distinguish them, but this all needs some 
> work.  Even fixing the AI to not cheat wouldn't be too easy, I think.
...

I think it would be reasonable to expect the 'novice' AI level to have 
the H_MAP handicap (that is, to be ignorant of tiles it has never seen). 
At present the H_MAP handicap code is rarely executed (for only the 
'away' mode), and bugs are likely to accumulate there.





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