[Freeciv-Dev] Re: (PR#12735) posting patches
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<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12735 >
On Wed, 6 Apr 2005, Brian Dunstan wrote:
> OK, the patch I had in mind adds a new AI level
> ('expert', AI level 8), and has economic management
> that mimics that of a largepox human player.
...
> 95% of the code is in four new .c/.h file pairs in the
> ai/ directory.Since it is a large patch, it may take
> some high level discussion before trying to integrate
> it
You are going the completely wrong way about this. Instead of largely
duplicating the existing AI code with your own changes, write changes to
the existing AI code as a series of smaller patches.
As to the content itself, I only looked at it briefly:
Your patch hardcodes a lot of stuff that we have worked hard to
generalize. This is bad.
The idea of unit quotas is a good one, but the way they are calculated are
much too simple. The AI is supposed to work correct with a great number of
different rulesets.
- Per
- [Freeciv-Dev] Re: (PR#12735) posting patches, Jason Short, 2005/04/06
- [Freeciv-Dev] Re: (PR#12735) posting patches, Brian Dunstan, 2005/04/06
- [Freeciv-Dev] Re: (PR#12735) posting patches,
Per I. Mathisen <=
- [Freeciv-Dev] Re: (PR#12735) posting patches, Brian Dunstan, 2005/04/09
- [Freeciv-Dev] Re: (PR#12735) posting patches, Per I. Mathisen, 2005/04/10
- [Freeciv-Dev] Re: (PR#12735) posting patches, Brian Dunstan, 2005/04/10
- [Freeciv-Dev] Re: (PR#12735) posting patches, Jason Short, 2005/04/10
- [Freeciv-Dev] Re: (PR#12735) posting patches, Per I. Mathisen, 2005/04/10
- [Freeciv-Dev] (PR#12735) posting patches, Benoit Hudson, 2005/04/11
- [Freeciv-Dev] Re: (PR#12735) posting patches, Brian Dunstan, 2005/04/14
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