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[Freeciv-Dev] Re: (PR#12781) Create AI guard API
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[Freeciv-Dev] Re: (PR#12781) Create AI guard API

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Subject: [Freeciv-Dev] Re: (PR#12781) Create AI guard API
From: "Benedict Adamson" <badamson@xxxxxxxxxxx>
Date: Fri, 15 Apr 2005 13:30:45 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12781 >

Jason Short wrote:
...
> I think a guard should have multiple charges.  In an assault you want 
> one guard per N assault units.  Like one musketeer for every two cannons 
> or something.  Having more than one guard per tile isn't particularly 
> helpful.
...

Multiple guards per tile is often worse than one guard per tile, because 
the additional guards do not increase the chance of the defenders on the 
tile winning a fight, but increase the amount destroyed if they are 
defeated.

Multiple charges per unit would be impractical: what is the guard to do 
if the charges separate? I guess you have in mind moving a stack of 
units as an entity. The current AI code operates on units individually. 
When we alter the AI to make coordinated attacks, we could have code 
that moved units together in formation. But I suspect it would not need 
the current bodyguard code to do it.





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