From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 538 invoked by alias); 2 Feb 2004 19:33:39 -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 522 invoked from network); 2 Feb 2004 19:33:38 -0000 Received: from unknown (HELO garm.central.cmich.local) (141.209.15.48) by sources.redhat.com with SMTP; 2 Feb 2004 19:33:38 -0000 Received: from leon.phy.cmich.edu ([141.209.165.20]) by egate1.central.cmich.local with Microsoft SMTPSVC(5.0.2195.6713); Mon, 2 Feb 2004 14:32:56 -0500 Received: from localhost (unknown [127.0.0.1]) by leon.phy.cmich.edu (Postfix) with ESMTP id 6296B70022; Mon, 2 Feb 2004 14:32:49 -0500 (EST) Date: Mon, 02 Feb 2004 19:33:00 -0000 From: Eric McDonald To: Peter Garrone Cc: Jim Kingdon , Subject: Re: occupant combat in standard game In-Reply-To: <20040202101936.GA414@leonardo> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-OriginalArrivalTime: 02 Feb 2004 19:32:56.0211 (UTC) FILETIME=[5BA79630:01C3E9C3] X-SW-Source: 2004/txt/msg00083.txt.bz2 On Mon, 2 Feb 2004, Peter Garrone wrote: > On Wed, Jan 28, 2004 at 12:11:20PM -0500, Jim Kingdon wrote: > > The problem is more a case of if I make a surprise attack, the AI > > doesn't divert any fighters to where my bombers are. The AI's > > fighters either (a) didn't get built in sufficient quantity, or (b) > > are still off near my home territory, or somewhere other than where I > > am actually attacking. > > This comes from the "compute_damage_ratio" function in plan.c, for the > standard game. The fighters dont attack the bombers because they have 2 > hp. I have addressed this in my development by factoring in construction > points as well. I superceded compute_damage_ratio with ai_compute_damage_ratio_vs_type several weeks ago. Furthermore, the victim finder has been heavily restructured in the past month, and rating of victims is done in a separate set of functions. The victim rating takes into account the construction point ratios between the victim seeker and potential victim. You might wish to carefully merge the past month's development into your branch, so that we don't have redundant or competing code. But, wrt what Jim is seeing, I believe that this is a strategic/planning level issue and not a tactical issue. If a unit has an offensive plan, it will generally continue to run the victim seeker (and so not the larger picture). What probably needs to happen is that plan_offense and plan_defense need to have some heuristic which will summarily examine the balances in the different theaters, and then force a replan (and new goal) for some (higher mobility?) units. I have been thinking about this some, but have not yet determined a good way to go about it. Eric