Follow-up Comment #9, patch #3775 (project freeciv):
Just an update: patch #4649 implemented a cache of unit movement similarities
that obsoletes the attached patch (with compatible results). This ticket is
probably now best considered to be about the strategies discussed in comment
#4, where a
Follow-up Comment #2, patch #3775 (project freeciv):
Of course, with the new terrain features things get much more complicated for
the AI. Think of a ruleset where tanks can not cross swamps (they drown), but
are fast enough to find a path around and so still could keep pace with, say,
a caravan.
Follow-up Comment #3, patch #3775 (project freeciv):
I understand the limited application, but even for that, I'm not sure how this
helps the AI use classical units, and all uses of uclass_move_type() are on a
list I hope to eliminate.
For the classic, civ1, civ2, and multiplayer rulesets, where
Follow-up Comment #5, patch #3775 (project freeciv):
2) Bases can affect tile nativity, rivers are a type of road for 2.5+
4/6) Units are additionally subject to movement gains/losses for arbitrary
requirement conditions from effects.ruleset : thinking about it, there may be
a bug in pathfinding
Follow-up Comment #4, patch #3775 (project freeciv):
I was developing a ruleset based on Ancients. The AI does a bad job on it so I
went into the code and this patch is just one of many things I came across.
The discussion of it is now already way out of proportion of any harm or
benefit from
Follow-up Comment #6, patch #3775 (project freeciv):
Regrettably, after the police attack of March 13 on me, I still suffer from
the concussion they delivered on me, I have still trouble concentrating and
suffer from very curious forms of memory leaks a way I have never known
before.
Excuse me,
Follow-up Comment #7, patch #3775 (project freeciv):
My sympathies. I found your comment about what *should* be done insightful
and helpful. There's plenty of other nativity issues about: I'm more than
happy to delay this discussion until after you're feeling better (and may that
be soon,
Follow-up Comment #8, patch #3775 (project freeciv):
Thanks a lot.
I am open to discussion quite well (I have some bright moments once a day :)
).
What I wanted to point out is that I can't do any coding/inspection reliably.
Discussion as such is fine, it probably even helps me find a way back.
Follow-up Comment #1, patch #3775 (project freeciv):
I'm not sure that anything that relies on uclass_move_type() is a reliable
mechanism to use to determine if a potential bodyguard can properly protect a
potential charge. This only checks whether some of the native terrains for
the unit happen
URL:
http://gna.org/patch/?3775
Summary: Potential bodyguard looking for units to protect
Project: Freeciv
Submitted by: imhotep
Submitted on: Sat 09 Mar 2013 11:56:09 PM GMT
Category: ai
Priority: 5 -
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