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Re: To fire or not to fire?
- From: "smsutton at iwon dot com" <smsutton at iwon dot com>
- To: peters2000 at mindspring dot com, hronne at pp dot sbbs dot se
- Cc: xconq7 at sources dot redhat dot com
- Date: Mon, 28 Oct 2002 09:19:58 -0500 (EST)
- Subject: Re: To fire or not to fire?
- Reply-to: smsutton at iwon dot com
It shounds like there needs to be a macro "has_occ" which the AI coulld check to see if a city or transport has occupants. I think that's reasonable, since minimal scouting and observation could determine if troops are present, or a transport is loaded (how deep in thw water it lies, how much it sinks in the ground, smoke from barracks, etc.). That would improve the AI perfomance. Alpha Centauri uses a filled number flage to indicate occupants and size of city, and a transparent number flag for an unocuppied city.
--- On Sun 10/27, Lincoln Peters wrote:
From: Lincoln Peters [mailto: peters2000@mindspring.com]
To: hronne@pp.sbbs.se
Cc: xconq7@sources.redhat.com
Date: 27 Oct 2002 20:14:55 -0800
Subject: Re: To fire or not to fire?
> Oops, I forgot to finish a sentence before clicking on "Send".
>
> > I have not defined any units than can directly capture. I meant
> that
> > sometimes I've observed the AI decide to hit an enemy units,
> sometimes
> > capture, but I'm not sure how it decides between the two. Maybe it
>
> Maybe it should determine if it can capture the enemy unit, and if so
> attack (or capture) directly, and only fire if it cannot capture it.
> This would prevent the AI from mindlessly flattening places that would
> be useful if it could capture them (and in this game, it takes a long
> time and lots of ammo for one tank to flatten anything).
>
>
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