[Freeciv-Dev] Re: (PR#13211) RFC: redesign of aifill system
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<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13211 >
Jason Short wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=13211 >
>
> Here is a patch.
>
> aifill is left as a server setting, but now it is immediate. When you
> first set it, AI players are created or removed to bring the total to
> the given number. Then later any time a player is created or removed,
> the aifill is updated again. This means if you join a game and aifill
> 5, you'll immediately get 4 extra AI players. If another human joins
> then one of the players is removed.
I have no time to actually test, but what difficult level AI players
are if:
1) 3 Human players connect
2) /easy
3) /set aifill 6
4) /hard
5) /create hard_player
6) 1 Human player disconnects
As a player I would expect all aifill players to be easy (I set
difficulty level to hard only in order to generate _one_ hard AI).
- ML
- [Freeciv-Dev] Re: (PR#13211) RFC: redesign of aifill system, Peter Schaefer, 2005/06/04
- [Freeciv-Dev] Re: (PR#13211) RFC: redesign of aifill system, Jason Dorje Short, 2005/06/04
- [Freeciv-Dev] Re: (PR#13211) RFC: redesign of aifill system, Graham Reeds, 2005/06/04
- [Freeciv-Dev] Re: (PR#13211) RFC: redesign of aifill system, Per I. Mathisen, 2005/06/04
- [Freeciv-Dev] Re: (PR#13211) RFC: redesign of aifill system, Peter Schaefer, 2005/06/04
- [Freeciv-Dev] (PR#13211) RFC: redesign of aifill system, Jason Short, 2005/06/07
- [Freeciv-Dev] (PR#13211) RFC: redesign of aifill system, Jason Short, 2005/06/07
- [Freeciv-Dev] Re: (PR#13211) RFC: redesign of aifill system,
Marko Lindqvist <=
- [Freeciv-Dev] Re: (PR#13211) RFC: redesign of aifill system, Jason Short, 2005/06/07
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