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Re: CRT Combat Model (long)


Hans,
What you describe below sounds *just* like almost any army, at any period in
time!  :)
I think the AI is working perfectly!

Erik

----- Original Message -----
From: "Hans Ronne" <hronne@pp.sbbs.se>
To: "Lincoln Peters" <peters2000@mindspring.com>
Cc: <xconq7@sources.redhat.com>
Sent: Wednesday, March 13, 2002 2:36 PM
Subject: Re: CRT Combat Model (long)


> >One thing I noticed when I was debugging "Cave of Amazement" (cave2.g)
> >was that if a unit was carrying a living item (for example, a dwarf was
> >carrying a Humanity stone), their plans might be so different that the
> >living item was never able to accomplish its plan.  In one case, a dwarf
> >had a colonizing plan and was building an orc hole, but the Humanity
> >stone it carried wanted to hypnotize a skeleton in the next room!
>
> You will also notice that after a while the AI decides to put the occupant
> into "reserve" mode since it fails repeatedly to execute its plan. By the
> time the transport reaches its destination, the occ has frequently
> forgotten what it was supposed to do. This is the problem I was referring
> to earlier. I have a number of times observed the following happen in the
> WW2-Europe game:
>
> British armor in Dover sees the German held city Paris and decides to
> attack it.
> British armor waits for transport.
> Transport arrives and picks up armor.
> Transport goofs around, taking ten turns to cross the Channel (this is
> where we would need a PLAN_TRANSPORT).
> Meanwhile, british armor replans and is finally put into reserve mode.
> Transport arrives in Normandy.
> British armor just sits there and wonders what to do.
> Transport returns to Britain with armor still on board.
>
> >By the way, I have a new version that (sort of) fixes some bugs that
> >were in the version I submitted, but unfortunately, many of the problems
> >had to do with Xconq or the AI code itself.  If anyone's interested, I
> >can provide quite a list of eight major deficiencies that I discovered
> >while debugging that game.  Of course, these problems aren't as
> >important as fixing the network code, but I would hope that they would
> >eventually be addressed.
>
> If you have a better version, send it to me and i will check it in. It
> doesn't have to be perfect - none of the games is. As for bug reports, of
> course you should submit them. They are always welcome.
>
> Hans
>
> Hans Ronne
>
> hronne@pp.sbbs.se
>
>
>


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