On 22.08.2012 12:43, Michael T. Pope wrote: > I just committed another attempt to get the new missionary missions to > work. One thing this required was adding the establishMission ability > (et al) to the missionary equipment type (similar to the > improveTerrain ability that is attached to the tools equipment). I > have not yet chased up the requisite backwards compatibility hackery > to make this work with existing saved games. Before I do that though, > this seems likely to intersect with the first-class role work[1]. How > is that going? >
It is stalled. > BTW, beware that the AI is not performing very well ATM (successful > colony builds in my test runs have dropped from 40+ to<20 over the > last week on the same map), mainly because I have allowed > TransportMission to degrade further in favour of sorting out other > issues. With tonight's commits though, I am now finally back at work > on TransportMission and hope to have the AI happy again soon. > > Cheers, > Mike Pope > > [1] BTW, I now realize I should probably not be introducing yet > more uses of Unit.Role.<ROLE> if possible. I will clean some up > shortly. > True. It would be nice to base all decisions on the abilities of objects instead. We don't really care where these abilities come from. The AI uses hard-coded roles to decide what to do with units in several places. If we could change that, moving to a different role implementation would become easier. Regards Michael ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Freecol-developers mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/freecol-developers
