Re: [Freeciv-Dev] Barbarian cities?

2012-07-07 Thread Marko Lindqvist
On 7 July 2012 18:59, Jacob Nevins
<0jacobnk.fc...@chiark.greenend.org.uk> wrote:
> (Could be either a change in barbarian behaviour, or other AI players
> have got worse at defending / recapturing against barbarians.)

 Maybe both. I've noticed with my own ruleset (as human player) that
barbarian problem is harder in early game (I once investigated this
just enough to notice that code that in earlier versions prevented
barbarians from attacking too weak (=not enough cities) players is no
longer there - maybe my too low onsetbarbs turn was not actually used
in earlier versions because of that check). At the same time AI seems
to care about defense even less (it has always relied on knowing when
someone is approaching and setting defenses only then - which has
never worked well with barbarians that are not *approaching* but just
appear)



 - ML

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[Freeciv-Dev] Barbarian cities?

2012-07-07 Thread Jacob Nevins
A few times recently, I've noticed games where a barbarian player has
ended up with a bunch of cities (usually undefended).

This is happening in my S2_4 experimental-ruleset test game. Plausibly
the other times I've seen it are with S2_4 as well.

I very occasionally used to see barbarian cities, but now I'm seeing
contiguous areas with three or four of them, quite often, lasting for a
long time. I *think* they're captured rather than founded (unfortunately
one is Pirates adjoining Jamaicans so it's hard to tell from the city
names).

Is this expected behaviour? If not, I can investigate further.
(Could be either a change in barbarian behaviour, or other AI players
have got worse at defending / recapturing against barbarians.)

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