From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 19443 invoked by alias); 21 May 2004 00:12:52 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 19424 invoked from network); 21 May 2004 00:12:52 -0000 Received: from unknown (HELO rwcrmhc12.comcast.net) (216.148.227.85) by sourceware.org with SMTP; 21 May 2004 00:12:52 -0000 Received: from [67.172.156.222] (c-67-172-156-222.client.comcast.net[67.172.156.222]) by comcast.net (rwcrmhc12) with SMTP id <2004052100125101400j7ai2e>; Fri, 21 May 2004 00:12:51 +0000 Subject: Re: AI Tweaking From: Eric McDonald To: Elijah Meeks Cc: xconq7@sources.redhat.com In-Reply-To: <20040520203514.71682.qmail@web13121.mail.yahoo.com> References: <20040520203514.71682.qmail@web13121.mail.yahoo.com> Content-Type: text/plain Message-Id: <1085098254.1485.177.camel@localhost.localdomain> Mime-Version: 1.0 Date: Fri, 21 May 2004 00:12:00 -0000 Content-Transfer-Encoding: 7bit X-SW-Source: 2004/txt/msg00363.txt.bz2 On Thu, 2004-05-20 at 14:35, Elijah Meeks wrote: > Does anyone have any advice on how to reduce the > number of units the AI sets to exploratory reserve > and/or how to make the AI more aggressive? We did have a thread a while back ago about getting the AI to switch units, particularly higher mobility ones, between theaters more frequently. I think someone (Jim, perhaps?) mentioned that in the standard game, Fighters do not get called to the places where they are needed as much as they should. > Also, it seems to be feast or famine with the AI build > decisions for me. Either the AI builds the same unit > in vast quantities or it builds nothing. So, anyone > have any experience with tweaking the > build-times/material costs to make a unit more > attractive to the AI? Well, I have encountered the same thing with Bellum II independent units. They were cranking level 1 fortifications just fine. Then I made some tweaks to resolve some other things, and they stopped producing anything. (And I didn't touch 'indepside-can-build' and 'indepside-has-ai' or whatever they are called.) It is something I plan to look into eventually, but I have no immediate plans to do so. My more immediate plans are (not necessarily in any order): (1) Add some fallback path searching capabilities for the code that reports the locations of the Xconq library, scores, and images directories and Tcl/Tk scripts. (2) Finish dealing with some config/build issues that pertain to Windows. (3) Add Matthew Skala's terrain change patch. (4) Add my change-type ACP patch. And then: (5) Build a new, lighter Windows installer. (6) Build new RPM's. (7) Deal with giving to the treasury from units that have storage for the treasury material. Eric