[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-04-14 Thread Marko Lindqvist
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

[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-27 Thread Marko Lindqvist
Update of bug #21640 (project freeciv): Status:None = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-23 Thread David Fernandez
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

[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-22 Thread Marko Lindqvist
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

[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-22 Thread David Fernandez
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:

[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-17 Thread Marko Lindqvist
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

[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-17 Thread David Fernandez
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.

[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-16 Thread Marko Lindqvist
Update of bug #21640 (project freeciv): Assigned to:None = cazfi ___ Reply to this item at: http://gna.org/bugs/?21640 ___ Message sent

[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-12 Thread David Fernandez
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

[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-11 Thread David Fernandez
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

[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-11 Thread David Fernandez
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)) {

[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-11 Thread David Fernandez
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)) {

[Freeciv-Dev] [bug #21640] AI set taxes 0% to luxury, and 0% science, in wrong situations

2014-02-11 Thread David Fernandez
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