Follow-up Comment #12, patch #1819 (project freeciv): > Do you mean "superset" or "subset" by "supset"?
It should be 'subset', i.e. some basic functions. > You can hardly call "ai/" code generic. It's specific to way > default ai is coded, actually it is default ai. Yes, but I think that parts of it will/can be used by all AIs as common AI code. Further, installing all AI modules into the ./ai directory will create a clear hierarchy. > How about you start your lua scriptable AI as copy of default > ai? Would also work. > I'm not saying lua scriptable AI cannot be default AI in the > future, once it has been proven efficient and safe enough. It will be a long time till such a point. First it has to be written ... > btw. By "server scripting" you probably meant "scenario > scripting". I.e. it can be used in modpacks (custom content to > Freeciv) It's not used in Freeciv engine itself. It is used in the engine for default games (see default.lua: huts, partisans). Thus, it is 'server' scripting ;-) > I would think the most immediate benefit of scripting the AI > would be to have the leaders of different nations have > different personalities: some could be more aggressive, others > more open to trade, etc. Hopefully this would apply outside of > scenarios such that a random game could assign each AI player > a set of personality traits from a reasonable list. I think this will be a long way. At the moment I only have the idea(!) of calling the default AI via lua - this means that it still is the same code. Starting at this point, it can be changed to allow for different personalities. _______________________________________________________ Reply to this item at: <http://gna.org/patch/?1819> _______________________________________________ Nachricht geschickt von/durch Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freecivfirstname.lastname@example.org https://mail.gna.org/listinfo/freeciv-dev