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Re: ...and the AI's decision-process around resignation


On Tue, 2002-06-11 at 01:03, Hans Ronne wrote:
> Sound like your colonizers can't find a good place to colonize. This is
> determined by the possibilities for city growth. The default setting is
> that they will colonize only places where cells within reach, determined by
> u_reach(u), will support at least a size 12 unit. You can however change
> this by changing u_minimal_size_goal(u) for each advanced unit type. Then
> you need to define whether or not each material type is consumed by cities,
> um_consumption_per_size(u, m). The default is that they are not. You also
> need to define how much materials are produced by different terrain types.
> And you finally need to define advanced unit types that the colonizers
> actually can build. Otherwise, they will just stroll around for ever.

I think I got all that to work except I didn't set a minimal-size-goal. 
I think that a size 12 city can exist in an area with at least 4 plain,
lake, and/or sea tiles, or 6 tiles of forest, or 12 tiles of anything
else except desert or mountain.  This should not be difficult, because
cities have a reach of 2 and arcologies have a reach of 3, and that kind
of terrain is not uncommon.

The only problem I see is that floating cities have a reach of 0, and so
don't need to be larger than size 1.  They could theoretically grow to
size 3, however.

I will try adjusting the minimal-size-goal and see what happens.

> 
> If you have problems getting all this to work, I suggest that you copy the
> code from advances.g and then modify it step by step.

I didn't copy the code from advances.g directly, but I did base this
game's code on it.  And everything seems to work as expected except for
the AI's behavior.


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