Complete.Org: Mailing Lists: Archives: freeciv-dev: April 2005:
[Freeciv-Dev] (PR#12836) AI Grabs Allies as City Guards
Home

[Freeciv-Dev] (PR#12836) AI Grabs Allies as City Guards

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
Subject: [Freeciv-Dev] (PR#12836) AI Grabs Allies as City Guards
From: "Benedict Adamson" <badamson@xxxxxxxxxxx>
Date: Mon, 18 Apr 2005 15:48:06 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12836 >

The function ai_set_defenders considers *all* units in a city as 
potential city guards. It will therefore consider allied units that 
happen to be present, including units owned by human players.

My AI guards (see PR#12781) API manifests this problem by complaining 
that guards are 'being asigned [sic] to foreign city' for the attached 
autogame.


set gameseed 23
set mapseed 17

set size 1
set startpos 3
set land 85
set specials 1000

set aifill 4
set startunits cccccdddddxxx
set dispersion 1

set researchcost 100
set foodbox 5

set huts 0
set barbarians 4

normal
set endyear 1700

create Caesar
create Itzcoatl
create Hannibal
create Elizabeth

set timeout -1
start

[Prev in Thread] Current Thread [Next in Thread]
  • [Freeciv-Dev] (PR#12836) AI Grabs Allies as City Guards, Benedict Adamson <=