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Re: AI Help
- From: Eric McDonald <mcdonald at phy dot cmich dot edu>
- To: Hans Ronne <hronne at comhem dot se>
- Cc: Elijah Meeks <elijahmeeks at yahoo dot com>, <xconq7 at sources dot redhat dot com>
- Date: Fri, 9 Jul 2004 14:20:28 -0400 (EDT)
- Subject: Re: AI Help
On Fri, 9 Jul 2004, Hans Ronne wrote:
> I think there is a lot of merit to your suggestion.
As do I. And, these thoughts have certainly crossed my mind
before.
Also, I have been contemplating weighted garrison tables, as well.
I don't think it is enough just to set a few unit props that give
a quantity. There should also be some way to determine proper unit
types with which to garrison.
>Basically, it would be
> an extension of the side doctrines to cover more than just construction run
> lengths and resupply trigger levels. This is something we already discussed
> on the list, and I am in favour of it. In fact, I suggested something very
> similar for the same reason: that the game designer usually has a better
> idea of what various unit types are best at than the AI can ever have using
> its standardized unit worth functions.
I agree, even if it does take some of the fun out of trying to
design good standardized unit worth functions... :-)
Eric