This is the mail archive of the xconq7@sources.redhat.com mailing list for the Xconq project.


Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]
Other format: [Raw text]

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


Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]