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Re: plan_transport
- From: Eric McDonald <mcdonald at phy dot cmich dot edu>
- To: Peter Garrone <pgarrone at acay dot com dot au>
- Cc: xconq7 at sources dot redhat dot com, Hans Ronne <hronne at comhem dot se>
- Date: Sat, 6 Dec 2003 19:59:29 -0500 (EST)
- Subject: Re: plan_transport
Hi Peter, Hans, others,
I agree with most of your points.
On Sun, 7 Dec 2003, Peter Garrone wrote:
> - Something needs to be added to the ai code so that it can distinguish
> a simple ferry from something offensive, like an aircraft carrier or
> bireme/trireme. This is asking a lot but perhaps some simple
> heuristic could fix this. So a bireme would not go onto
> PLAN_TRANSPORT, but instead grab an archer to help it in sea-battles.
Perhaps this could be an additional U_PROP or UU_TABLE rather than
an AI heuristic. That way the game designer has the flexibility
to designate units in some 'ai-occupant-helps-transport' table.
Another thing that I have been thinking about for a couple of
months now is whether 'ai-peace-garrison' and 'ai-war-garrison'
are really the best ways to go about specifying occupant/transport
recommendations to the AI. I think that perhaps these should be
TableUU things, so that the AI (with proper coding added) can be
more discriminating about which units to garrison with.
> - consideration could be given to implementing refueling behavior,
> a boring detail for the human player,
> while extending the pathfinding state space.
Sounds good.
> This is my "wishlist". I will attempt to implement it in stages, so
> that a partial implementation may suffice for a 7.5 release, comments
> invited,
Thanks,
Eric