[Freeciv-Dev] [patch #5471] Build defensive unit even if defensive building not good

2016-05-08 Thread Marko Lindqvist
Update of patch #5471 (project freeciv):

  Status:  Ready For Test => Done   
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #5471] Build defensive unit even if defensive building not good

2016-05-06 Thread Marko Lindqvist
Follow-up Comment #5, patch #5471 (project freeciv):

S2_6 version updated against svn

(file #27324)
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File name: UnitIfNotBuilding-S2_6-5.patch Size:3 KB


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[Freeciv-Dev] [patch #5471] Build defensive unit even if defensive building not good

2016-05-04 Thread Marko Lindqvist
Follow-up Comment #4, patch #5471 (project freeciv):

TRUNK version updated against svn

(file #27305)
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[Freeciv-Dev] [patch #5471] Build defensive unit even if defensive building not good

2016-05-03 Thread Marko Lindqvist
Update of patch #5471 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #3:

This patch (trunk version) has been in my local games since, so at least it's
not constantly crashing anything.
In fact, this might ease the "offensive units (warships) built, then used as
bad defenders" problems as defenders get built when defence is needed.

(file #27299, file #27300)
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Additional Item Attachment:

File name: UnitIfNotBuilding-4.patch  Size:3 KB
File name: UnitIfNotBuilding-S2_6-4.patch Size:3 KB


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[Freeciv-Dev] [patch #5471] Build defensive unit even if defensive building not good

2016-04-13 Thread Marko Lindqvist
Update of patch #5471 (project freeciv):

 Planned Release:   2.6.0 => 2.6.0, 3.0.0   


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[Freeciv-Dev] [patch #5471] Build defensive unit even if defensive building not good

2014-12-24 Thread Marko Lindqvist
Follow-up Comment #2, patch #5471 (project freeciv):

- Check defense value from the unit being selected, not from earlier one. Old
behavior was even crashing when earlier unit was NULL.

(file #23293)
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[Freeciv-Dev] [patch #5471] Build defensive unit even if defensive building not good

2014-12-14 Thread Marko Lindqvist
Follow-up Comment #1, patch #5471 (project freeciv):

Updated to apply on top of patch #5562

(file #23193)
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[Freeciv-Dev] [patch #5471] Build defensive unit even if defensive building not good

2014-11-27 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?5471

 Summary: Build defensive unit even if defensive building not
good
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 28 Nov 2014 07:04:44 AM EET
Category: ai
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

AI code has always wanted to build defensive building (City Walls) first, and
only then units behind.
We've already changed that so that it builds one unit first - there's no
benefits from City Walls if there's nobody behind it.
But ignoring the first unit case, AI won't build defensive units before it has
built City Walls ( other available defense buildings). I've got debug traces
where AI would *want* the defensive unit, but for some reason does not want
the City Walls (this might be a bug in itself, but that's not important here),
so it builds neither.
Attached patch makes AI to consider both the defensive building and defensive
unit, and to build better one. Some testing is needed to make sure it doesn't
prefer units over buildings when irt should not - we may need to change this
so that it considers units only when it had absolutely no want for the
building.



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File Attachments:


---
Date: Fri 28 Nov 2014 07:04:44 AM EET  Name: UnitIfNotBuilding.patch  Size:
3kB   By: cazfi

http://gna.org/patch/download.php?file_id=22994

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