[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2014-07-11 Thread Emmet Hikory
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

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Not Given
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.

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Emmet Hikory
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

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Emmet Hikory
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

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Not Given
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

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Not Given
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,

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Emmet Hikory
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,

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Not Given
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.

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-11 Thread Emmet Hikory
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

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-03-09 Thread Not Given
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 -