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From: Lincoln Peters <sampln@sbcglobal.net>
To: Elijah Meeks <elijahmeeks@yahoo.com>
Cc: Xconq list <xconq7@sources.redhat.com>
Subject: Re: Exploratory Transports
Date: Fri, 09 Jul 2004 20:30:00 -0000	[thread overview]
Message-ID: <1089402625.6574.384.camel@localhost> (raw)
In-Reply-To: <20040709180948.79403.qmail@web13125.mail.yahoo.com>

On Fri, 2004-07-09 at 11:09, Elijah Meeks wrote:
> I'm seeing transports take on units and then go into
> exploratory mode in Korea-2006.  I don't understand
> it, there's just two hexes of sea in some cases and
> instead of landing reinforcements, they just swim
> around in the Sea of Japan until they run out of
> ACPs--turn after turn.  Any suggestions?

I am aware that the function that determines how useful a unit is for
exploration (which I re-wrote a while ago) bases its decision on a
unit's ACP per turn, fuel requirements (if any), and how much of the map
it can explore (water cells in the case of ships).  So unless you've
enabled see-all (in which case exploration is totally unnecessary),
units with huge fuel capacities should be favored as exploratory units
(prior to the re-write the AI considered short-range, high-speed
fighters to be the best exploratory units in the standard game).

As for your transports attacking enemy ships and then changing to an
exploratory plan, I have no idea.  It must be a bug in some other part
of the AI code (not to mention that the AI doesn't understand transports
at all).  Although a possible fix *might* be for exploring_worth to
always return 0 if see-all is enabled.

---
Lincoln Peters
<sampln@sbcglobal.net>

A vacuum is a hell of a lot better than some of the stuff that nature
replaces it with.
		-- Tennessee Williams

  reply	other threads:[~2004-07-09 19:50 UTC|newest]

Thread overview: 4+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2004-07-09 18:11 Elijah Meeks
2004-07-09 20:30 ` Lincoln Peters [this message]
2004-07-09 18:20 Hans Ronne
2004-07-09 18:32 ` Eric McDonald

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