From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 28498 invoked by alias); 13 Dec 2003 14:41:37 -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 28491 invoked from network); 13 Dec 2003 14:41:36 -0000 Received: from unknown (HELO garm.central.cmich.local) (141.209.15.48) by sources.redhat.com with SMTP; 13 Dec 2003 14:41:36 -0000 Received: from leon.phy.cmich.edu ([141.209.165.20]) by egate1.central.cmich.local with Microsoft SMTPSVC(5.0.2195.6713); Sat, 13 Dec 2003 09:41:09 -0500 Received: from localhost (unknown [127.0.0.1]) by leon.phy.cmich.edu (Postfix) with ESMTP id 522F070017; Sat, 13 Dec 2003 09:41:04 -0500 (EST) Date: Sat, 13 Dec 2003 19:55:00 -0000 From: Eric McDonald To: Hans Ronne Cc: bboett@adlp.org, Subject: Re: fighters fighting without ammo In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-OriginalArrivalTime: 13 Dec 2003 14:41:09.0144 (UTC) FILETIME=[258FE980:01C3C187] X-SW-Source: 2003/txt/msg01027.txt.bz2 Hi Hans, Bruno, others, On Sat, 13 Dec 2003, Hans Ronne wrote: > One easy way to achieve this is to extend the default unit tactical-range, > which is where the action-reaction code takes over. Right now it is set to > 4 cells, which means that the AI will attack anything that comes within 4 > cells of one of its units. This could easily be changed to 20 cells, for > example. I think there would be a negative effect on performance, but I > haven't tested this rigourously. I have set this value higher for units in Bellum Aeternum. In the case of aircraft, it is significantly higher. I think it has adversely affected performance some, especially once the game reaches a point where there are lots of units clogged up on the tips of peninsulae (a problem which is alleviated by the new path-finding). But the AI is better at coming after targets than in the standard game, IMO. Regards, Eric