So determining the danger for a city should be based on threatening units near to it, instead of iterating over all units. However, even after AI players have researched refrigeration (allowing them to build supermarkets and create farmland), they do not further irrigate the land to produce farmland. This change will improve performance of the server at turn-change and improve gameplay-experience by reduced waiting at end-turn, at the cost of some correctness of the AI (since the the AI will only look for threats near their cities). To disable AI using nukes by editing the ruleset files and removing the Manhattan Project. I've only ever seen the AI use nukes on the highest difficulties, and even then rarely. The idea is that as you get further away from a city, then the units far away will be less important than the units which are close to a city. I noticed that Freeciv AI only irrigates plains and grasslands once, which results in irrigated land. This page presents some results from AI autogame testing, with the goal of speeding up the Freeciv AI. Yes, AI players in Freeciv can and will use nuclear weapons, however this in turn can cause a nuclear winter so is discouraged. but you'd still have to rebuild the spec file itself manually to map the units. Normal, Hard and Cheating AI's are limited to a distance of max 40 tiles, while Easy and Novice AI's are limited to a distance of max 20 tiles. In the case of units, which are always located on a grid, freeciv can already read those files natively- you would simply have to convert the Civ2 image's pink & purple diamonds to transparency, then find and map the grid's XY dimensions onto a freeciv units.spec. The patch will limit the distance for evaluating enemy units. Testing of autogame with 300 turns and map size=6. This page presents some results from AI autogame testing, with the goal of speeding up the Freeciv AI.
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