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From: Lincoln Peters <sampln@sbcglobal.net>
To: Andreas Bringedal <anbring@online.no>
Cc: Xconq list <xconq7@sources.redhat.com>
Subject: Re: First stable version of improved ai_plan_research
Date: Thu, 09 Sep 2004 16:39:00 -0000	[thread overview]
Message-ID: <1094737309.4338.89197.camel@localhost> (raw)
In-Reply-To: <00cf01c4963e$e0a428d0$dbf74382@Rufus>

On Wed, 2004-09-08 at 23:17, Andreas Bringedal wrote:
> > 1. Decide what kinds of units it wants, then choose the proper sequence
> > of advances to gain access to them.
> 
> Doesn't the one that create the tech three place an AI-value of the techs that is of most use for AIs?

So far, all it does not is weigh the value of an advance by the number
of new units it could build if it achieved the advance in question.

In the case of tech points (as per postmodern.g), the game (and the AI)
uses an entirely different mechanism.  You pick a unit to build, and if
you don't have the technology to do so (not the same as advances), the
unit researches it prior to building the unit.  Unless the game designer
specified otherwise in the "tech-crossover" table, these tech points are
specific to each unit type.

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

BOFH excuse #18:

excess surge protection

      reply	other threads:[~2004-09-09 13:39 UTC|newest]

Thread overview: 5+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2004-09-08 22:20 Lincoln Peters
2004-09-09  7:30 ` Elijah Meeks
2004-09-10  4:03   ` Eric McDonald
2004-09-09 13:39 ` Andreas Bringedal
2004-09-09 16:39   ` Lincoln Peters [this message]

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