Follow-up Comment #7, bug #19540 (project freeciv):
There was a bug in previous freeciv version that caused different AI behavior
with each different gold_upkeep_style: bug #16413
http://gna.org/bugs/?16413. Since it was fixed I can't differentiate which
style is being used based on AI behavior.
Follow-up Comment #8, bug #19540 (project freeciv):
Oh, I forgot to say I saved the game with official freeciv v2.3.1, and all
turns until the savegame where played in AI mode.
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http://gna.org/bugs/?19540
Follow-up Comment #6, bug #19540 (project freeciv):
I've been reading the source code to understand how unit gold upkeep is
handled. I saw no obvious explanation why upkeep by uk_gold and by Shield2Gold
would cause different AI behavior. Anyway, everything is controlled by
gold_upkeep_style, so
URL:
http://gna.org/bugs/?19540
Summary: AI failing to cope with Shield2Gold?
Project: Freeciv
Submitted by: jtn
Submitted on: Sun Mar 11 15:27:24 2012
Category: ai
Severity: 3 - Normal
Follow-up Comment #1, bug #19540 (project freeciv):
(A disadvantage of using the base upkeeps in this way is that the built-in
help won't handle it very well, and it's hard to see how it could be upgraded
to.)
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Follow-up Comment #2, bug #19540 (project freeciv):
I was reminded by this by a suspicious comment in utype_upkeep_cost():
/* switch shield upkeep to gold upkeep if
- the effect 'EFT_SHIELD2GOLD_FACTOR' is non-zero (it gives the
conversion factor in percent) and
- the unit
Follow-up Comment #3, bug #19540 (project freeciv):
In my tests, I notice an improvement in the economic management of the AI when
I replace Shield2gold by uk_gold, but it is hard to know for sure without
watching the code.
I agree the UI is a disadvantage because all units appear with upkeep =
Follow-up Comment #4, bug #19540 (project freeciv):
The example was not showed in previous post...
[effect_upkeep_free_units_monarchy]
name= Unit_Upkeep_Free_Per_City
value = 3
reqs=
{ type, name, range
Gov, Monarchy, Player
UnitFlag, NonMil, Local
}
Note when I
Follow-up Comment #5, bug #19540 (project freeciv):
I think previous example could be hard to implement...
Maybe it is easier something like this:
[effect_upkeep_unit]
name= Upkeep_Factor
value = 2
reqs=
{ type, name, range
Gov, Monarchy, Player
UnitFlag, NonMil, Local