Follow-up Comment #6, patch #3321 (project freeciv):
So far the (partly implemented) plan has been to make default AI configure
option.
(This has happened for 2.5.x in patch #3666.)
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Update of patch #3321 (project freeciv):
Planned Release: 2.4.0,2.5.0 = 2.5.0
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Follow-up Comment #4, patch #3321 (project freeciv):
So far the (partly implemented) plan has been to make default
AI configure option. At least when new ai type is part of
freeciv tree, you are reconfiguring to build it anyway.
Hm, true. That would probably suffice for AI developers. Is it
Follow-up Comment #5, patch #3321 (project freeciv):
Is it likely to make it into 2.4.x?
I think ai module building system is currently in nice stable state in S2_4.
I'm not going to develop it with S2_4 in mind, but if backporting turns out to
be trivial once it has been finished for TRUNK...
URL:
http://gna.org/patch/?3321
Summary: Server option to change default AI type
Project: Freeciv
Submitted by: jtn
Submitted on: Fri Jun 15 23:39:04 2012
Category: None
Priority: 5 - Normal
Follow-up Comment #1, patch #3321 (project freeciv):
Obviously they can hack the source, but it feels like there
should be a server command which changes what
default_ai_type_name() returns.
Maybe, maybe not. So far the (partly implemented) plan has been to make
default AI configure option.
Follow-up Comment #3, patch #3321 (project freeciv):
I'm not sure it's possible to change type after player creation
It's not possible as there's ai type specific structures about players,
cities, and units. It's assumed (and that's hard to reliably change) that
values for *current* ai type are