[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-12 Thread Matthias Pfafferodt
Follow-up Comment #20, patch #1819 (project freeciv): How should I start the server after it was compiled with ai module support? Simply using the ./ser script results in an error message: # ./ser Encodings: Data=UTF-8, Local=UTF-8, Internal=UTF-8 This is the server for Freeciv version

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-12 Thread Marko Lindqvist
Follow-up Comment #21, patch #1819 (project freeciv): Have you followed instructions in comment #1? More specifically, have you enabled building shared libraries/modules? We still miss configure checks to make sure that selected configure option combination is sane.

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-10 Thread Marko Lindqvist
Update of patch #1819 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-09 Thread Marko Lindqvist
Update of patch #1819 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #18: Updated against current svn. (file #11747)

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-08 Thread Marko Lindqvist
Follow-up Comment #13, patch #1819 (project freeciv): We've got quite a long discussion here, but if I read it correctly there is said nothing against implementing module interface for AI per se. So this patch can be committed? If you disagree, say so in 24h.

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-08 Thread Matthias Pfafferodt
Follow-up Comment #14, patch #1819 (project freeciv): I'm not against the module interface but I would like to have it! That said, the discussion is mainly about the direcory structure, there the files are placed ... As this means that development of 2.4.0 starts, I will also commit some of the

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-08 Thread Marko Lindqvist
Follow-up Comment #16, patch #1819 (project freeciv): That said, the discussion is mainly about the direcory structure, there the files are placed Let's open another ticket about arranging directory structure. ___ Reply to this item

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-08 Thread Matthias Pfafferodt
Follow-up Comment #17, patch #1819 (project freeciv): Has there been some misunderstanding? Reason for branching (S2_3) is that TRUNK would be free for post-2.3 development. You are free to start committing patches for next version as soon as branching has taken place. I wanted to focus more

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-06 Thread Matthias Pfafferodt
Follow-up Comment #7, patch #1819 (project freeciv): 1) I have nothing particularly for or against lua. Personally, i'm aware it exists but know nothing about its pros and cons. Has there been [on IRC or elsewhere] a conversation comparing high level languages that might be suitable for this

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-06 Thread Marko Lindqvist
Follow-up Comment #8, patch #1819 (project freeciv): I consider all code in ai directory to be part of default AI. If one writes new AI from scratch, none of that is to be used. I consider trying to write alternative AI myself. I don't yet know if it would live in Freeciv tree, or would it be

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-06 Thread Matthias Pfafferodt
Follow-up Comment #9, patch #1819 (project freeciv): After the luasql patches I got the idea to create a lua scritp AI. It would use some hooks (mostly the functions defined in ai.h) which would call corresponding lua functions. The lua script would be seperate for each AI of this type. In the

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-06 Thread David Lowe
Follow-up Comment #11, patch #1819 (project freeciv): I would think the most immediate benefit of scripting the AI would be to have the leaders of different nations have different personalities: some could be more aggressive, others more open to trade, etc. Hopefully this would apply outside of

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-06 Thread Matthias Pfafferodt
Follow-up Comment #12, patch #1819 (project freeciv): Do you mean superset or subset by supset? It should be 'subset', i.e. some basic functions. You can hardly call ai/ code generic. It's specific to way default ai is coded, actually it is default ai. Yes, but I think that parts of it

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-05 Thread Matthias Pfafferodt
Follow-up Comment #2, patch #1819 (project freeciv): what du you think about an AI which is called via a lua interface (see patch #2143)? ___ Reply to this item at: http://gna.org/patch/?1819

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-05 Thread Marko Lindqvist
Follow-up Comment #3, patch #1819 (project freeciv): Lua scriptable AI should be implemented as (one of the) loadable AI module(s). ___ Reply to this item at: http://gna.org/patch/?1819 ___

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-05 Thread Matthias Pfafferodt
Follow-up Comment #4, patch #1819 (project freeciv): Lua scriptable AI should be implemented as (one of the) loadable AI module(s). OK; but this also means that we have to think about the dependencies within the code. I propose the following (it is [mostly] the current status): * level 0 all

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-05 Thread David Lowe
Follow-up Comment #5, patch #1819 (project freeciv): 1) I have nothing particularly for or against lua. Personally, i'm aware it exists but know nothing about its pros and cons. Has there been [on IRC or elsewhere] a conversation comparing high level languages that might be suitable for this

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2010-08-06 Thread Marko Lindqvist
URL: http://gna.org/patch/?1819 Summary: Default ai as loadable module Project: Freeciv Submitted by: cazfi Submitted on: Friday 08/06/2010 at 10:54 Category: ai Priority: 5 - Normal

[Freeciv-Dev] [patch #1819] Default ai as loadable module

2010-08-06 Thread Marko Lindqvist
Update of patch #1819 (project freeciv): Depends on: = patch #1814 ___ Reply to this item at: http://gna.org/patch/?1819 ___ Message sent