Update of bug #21640 (project freeciv):
Planned Release: = 2.5.0, 2.6.0
___
Reply to this item at:
http://gna.org/bugs/?21640
___
Message sent
Update of bug #21640 (project freeciv):
Status:None = Fixed
Open/Closed:Open = Closed
___
Reply to this item at:
Follow-up Comment #9, bug #21640 (project freeciv):
Patch for TRUNK and S2_5.
When AI is onwarfooting, the reamaining taxes (after paying upkeeps) are set
to maximize the gold, and the rest goes to science (instead of luxury).
I have verified that this patch does not affect the AI when max
Follow-up Comment #7, bug #21640 (project freeciv):
Can you make the patch (and more importantly - the initial testing)?
___
Reply to this item at:
http://gna.org/bugs/?21640
___
Message
Follow-up Comment #8, bug #21640 (project freeciv):
Ok, I can do it, and I'll test it.
The way we decided, it will only affect the AI with the handicap H_RATES, it
should be easy to test.
___
Reply to this item at:
Follow-up Comment #5, bug #21640 (project freeciv):
When at war, some extra money could help the AI to win some
battle, but extra science is more useful to win the war. I see
no reason to stop all kind of researching in this case.
Maybe, but stopping AI from trying to get results fast is
Follow-up Comment #6, bug #21640 (project freeciv):
Ok, I understand it.
Prioritizing Gold, and then Science (in stead of Luxury) in that case of on
war footing sounds good enough to me. It will fix the problem that I noticed
where AI was setting taxes to uneeded luxury, and nothing to science.
Update of bug #21640 (project freeciv):
Assigned to:None = cazfi
___
Reply to this item at:
http://gna.org/bugs/?21640
___
Message sent
Follow-up Comment #4, bug #21640 (project freeciv):
Uploaded patch with my suggested fix.
(file #20027)
___
Additional Item Attachment:
File name: TaxesScienceOnWarFooting.patch Size:0 KB
URL:
http://gna.org/bugs/?21640
Summary: AI set taxes 0% to luxury, and 0% science, in wrong
situations
Project: Freeciv
Submitted by: bardo
Submitted on: miƩ 12 feb 2014 02:48:44 UTC
Category: ai
Follow-up Comment #1, bug #21640 (project freeciv):
I found the cause, and it is not a bug, but a bad design, imho.
It is related to this code inside aihand.c
/* Put the remaining to tax or science. */
if (!adv_wants_science(pplayer) || dai_on_war_footing(ait, pplayer)) {
Follow-up Comment #2, bug #21640 (project freeciv):
I found the cause, and it is not a bug, but a bad design, imho.
It is related to this code inside aihand.c
/* Put the remaining to tax or science. */
if (!adv_wants_science(pplayer) || dai_on_war_footing(ait, pplayer)) {
Follow-up Comment #3, bug #21640 (project freeciv):
After some tests, I suggest simply to remove this condition:
|| dai_on_war_footing(ait, pplayer)
When at war, some extra money could help the AI to win some battle, but extra
science is more useful to win the war. I see no reason to stop all
13 matches
Mail list logo