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Re: Thought process of a colonizer
- From: "Erik Jessen" <ejessen at adelphia dot net>
- Cc: <xconq7 at sources dot redhat dot com>
- Date: Sat, 22 Jun 2002 08:35:15 -0700
- Subject: Re: Thought process of a colonizer
- References: <l03130302b939f23499f4@[217.115.39.211]>
Changing the thread slightly here: what do we consider a "reasonable"
computer
for this game? (i.e. the target hardware)
400MHz?
1G?
1.5?
2G?
I ask, simply because the game may do things in awkward coding ways, to save
some cycles, when with faster hardware, there's more maintainable/flexible
ways to do it.
Erik
----- Original Message -----
From: "Hans Ronne" <hronne@pp.sbbs.se>
To: "Lincoln Peters" <peters2000@mindspring.com>
Cc: <xconq7@sources.redhat.com>
Sent: Saturday, June 22, 2002 2:33 AM
Subject: Re: Thought process of a colonizer
> >So, does it make sense to anyone? Any questions or comments?
>
> I think most of what you wrote makes sense. If you want to do some xconq
> hacking, you can always look at good_cell_to_colonize and check if any of
> your ideas can be added by modifying the current code.
>
> There is a problem with letting all colonizers consider all visible cells
> every turn, though, and that is the CPU load. Even on a fast computer,
this
> would slow down things to a crawl. That's why the colonizers now look only
> at the cell they are standing in. Possible, one could extend this to a
> small patch around the colonizer, but anything more than a handful of
cells
> is going to spell trouble, particularly if all the stuff you propose also
> is added to the algorithm.
>
> Hans
>
> Hans Ronne
>
> hronne@pp.sbbs.se
>
>
>