Follow-up Comment #4, bug #21239 (project freeciv):
I did not explain properly the first verion. I'll use your question about the
surrounded warrior to try to clarify both versions.
version 1)Penalty when a unit adjacent to an enemy unit attacks any other
tile.
version 2) Penalty when a unit
URL:
http://gna.org/patch/?4288
Summary: S2_5 README.packaging: Mention lua version update
Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 30 Oct 2013 11:26:41 AM EET
Category: docs
Priority: 5 -
Follow-up Comment #2, patch #4011 (project freeciv):
cont is probably short for continent. You are not setting continent id
correctly ( 0 indicates the tile is oceanic).
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Reply to this item at:
http://gna.org/patch/?4011
URL:
http://gna.org/bugs/?21240
Summary: AI thinking city has Size Unlimit when it has not
Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 30 Oct 2013 12:22:21 PM EET
Category: ai
Severity: 3 -
Follow-up Comment #5, bug #21239 (project freeciv):
So essentially what you are saying is that as soon as a unit comes against
multiple units, it will be at a disadvantage against all of them. I have to
say i don't like that idea. Any attacker should be able to still move
'forward' and attack
Follow-up Comment #6, bug #21239 (project freeciv):
Attached image with visual example.
Green line: normal attack
Red line: ZoC penalized attack
Blue line: varies from v1 to v2 (isolated unit always attacked without penalty
in v2)
I do not know how this rule would affect the AI, but it already
Follow-up Comment #7, bug #21239 (project freeciv):
So essentially what you are saying is that as soon as a unit
comes against multiple units, it will be at a disadvantage
against all of them
Yes, sounds to me like in practice this would give constant defense bonus for
defense lines (where
URL:
http://gna.org/bugs/?21242
Summary: AI does not build spaceship on classic ruleset
Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 30 Oct 2013 03:04:28 PM EET
Category: ai
Severity: 3 - Normal
Follow-up Comment #9, bug #21239 (project freeciv):
My suggestion tries to make these waves of units a valid tactic, as we see in
most wargames.
I agree and if there is a possibility to control with Lua script these
waves... it's very interesting.
Update of bug #21108 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #21060 (project freeciv):
Status:None = Ready For Test
Assigned to: cproc = None
Planned Release: = 2.4.1, 2.5.0, 2.6.0
Update of bug #21159 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #1, bug #21242 (project freeciv):
Do you know this to be new behaviour?
I've certainly seen AI build spaceships in autogames (once I saw it sit with a
complete but unlaunched spaceship for thousands of years while all its land
sank beneath the waves, but that's another matter).
Follow-up Comment #2, bug #21242 (project freeciv):
Do you know this to be new behaviour?
While I remember the time AI was actively building spaceships (and even the
time before that when it wasn't able to build spaceships), I don't think the
behavior I'm seeing is *new* in freeciv development
Follow-up Comment #3, bug #21242 (project freeciv):
If you've seen AI to build spaceships *in classic ruleset*, then
it does work.
Attached is an example endgame from 2.3.4 with the default (now classic)
ruleset where several AIs have spaceships and I think the game is won by space
race. (And
Update of patch #3959 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #20031 (project freeciv):
Status:None = Ready For Test
Planned Release: 2.5.0 = 2.5.0, 2.6.0
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Follow-up Comment #1:
Here's the maglev
Update of task #7681 (project freeciv):
Planned Release: 2.5.0 = 2.4.1, 2.5.0
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Follow-up Comment #1:
http://www.gtk.org/download/win32.php now lists gtk+-3.6.4
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