From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 24082 invoked by alias); 9 Jul 2004 18:32:53 -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 24064 invoked from network); 9 Jul 2004 18:32:52 -0000 Received: from unknown (HELO web13125.mail.yahoo.com) (216.136.174.143) by sourceware.org with SMTP; 9 Jul 2004 18:32:52 -0000 Message-ID: <20040709183252.83859.qmail@web13125.mail.yahoo.com> Received: from [68.164.245.93] by web13125.mail.yahoo.com via HTTP; Fri, 09 Jul 2004 11:32:52 PDT Date: Fri, 09 Jul 2004 19:03:00 -0000 From: Elijah Meeks Subject: Re: AI Help To: Eric McDonald , Hans Ronne Cc: Elijah Meeks , xconq7@sources.redhat.com In-Reply-To: MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii X-SW-Source: 2004/txt/msg00689.txt.bz2 > >Basically, it would be > > an extension of the side doctrines to cover more > than just construction run > > lengths and resupply trigger levels. This is > something we already discussed > > on the list, and I am in favour of it. In fact, I > suggested something very > > similar for the same reason: that the game > designer usually has a better > > idea of what various unit types are best at than > the AI can ever have using > > its standardized unit worth functions. > > I agree, even if it does take some of the fun out of > trying to > design good standardized unit worth functions... :-) > > Eric I agree that the best solution would be AI code that figured it out based on the game setup but I've noticed that the AI is leery of building some units. In some cases won't build them for no discernable reason, but will build them when you make what seems to an unrelated change, as an example, in Korea-2006, the AI refuseed to build Air Wings but, when I gave it the option of building Air Defense Networks, it suddenly started building Air Wings just fine (And won't build ADNs). I don't get it and I know it's indicative of some internal procedure that should be fixed, I'm sure, but a suggestion table would give it a push in the right direction. If the table was side-specific, that'd be great, but if it was AI-specific, that'd be even better. I'm pretty happy with mplayer, but if you could have, say, six mplayers, then you could use the tables to set up mplayer-1 to be "naval-oriented", mplayer-2 to be "armor-oriented", mplayer-3 to be "random". It would resemble, I suppose, something like this: (set mplayer-1-name "Standard AI") (set mplayer-2-name "Naval Oriented") (table mplayer-2-build-preference (destroyer 50) (cruiser 25) (battleship 15) (carrier 10) ) Just theorizing. __________________________________ Do you Yahoo!? New and Improved Yahoo! Mail - 100MB free storage! http://promotions.yahoo.com/new_mail