[Freeciv-Dev] AI tax rate limits cheating

2014-10-12 Thread Jacob Nevins
I had a look into the arrangements for AI tax rate limits recently. I think there may be several bugs here that want addressing for 2.5.0, but I'm not sure what the intent is, hence this post before raising anything. I don't know why it's this complex; I haven't looked at Gna history for rationale

[Freeciv-Dev] AI vs restricted embarks/disembarks?

2014-06-14 Thread Jacob Nevins
Does the AI need teaching about the new restrictions on loading/unloading added by ? If the AI wants to ferry certain units from A to B, it potentially has to find a suitable rendezvous point C and drop-off point D which are in cities/bases, and have the cargo proceed o

Re: [Freeciv-Dev] AI and effects of techs without buildings

2013-03-05 Thread Marko Lindqvist
On 5 March 2013 16:22, Imhotep wrote: > > I have a modpack where a lot of effects require only techs, not improvements > (For example the knowledge Barter or Pottery reduce waste directly, without > the need of any additional building.) > > AI seems to have trouble coping with that. > I searched t

[Freeciv-Dev] AI and effects of techs without buildings

2013-03-05 Thread Imhotep
I have a modpack where a lot of effects require only techs, not improvements (For example the knowledge Barter or Pottery reduce waste directly, without the need of any additional building.) AI seems to have trouble coping with that. I searched the code, and as far as I can see, all tech asses

[Freeciv-Dev] AI

2010-08-02 Thread Matthias Pfafferodt
At the moment the AI code is touched again. As I also started to look into this code, I do have some notes/thoughts. I post this here for discussion: * Marko Lindqvist is doing at the moment a separation of the advisor code from the AI code. At the end, the AI should be a separate library which

Re: [Freeciv-Dev] AI Documentation & Tips

2010-05-25 Thread Marko Lindqvist
On 25 May 2010 17:29, Bernd Jendrissek wrote: > I think the city governor does store something on the server.  I'm not > sure what exactly.  Unfortunately the data is (or was, or I'm > mistaken) endianness/alignment-sensitive. CMA saves settings for each city. "Player attribute" packets are used

Re: [Freeciv-Dev] AI Documentation & Tips

2010-05-25 Thread Bernd Jendrissek
On Tue, May 25, 2010 at 8:00 AM, Goswin von Brederlow wrote: > Bernd Jendrissek writes: >> On Mon, May 24, 2010 at 6:15 AM, Goswin von Brederlow >> wrote: >>> I would also like the AI to run as seperate client (that way it can't >>> use privileged information from the server at all) or at least

Re: [Freeciv-Dev] AI Documentation & Tips

2010-05-24 Thread Goswin von Brederlow
Bernd Jendrissek writes: > On Mon, May 24, 2010 at 6:15 AM, Goswin von Brederlow > wrote: >> I would also like the AI to run as seperate client (that way it can't >> use privileged information from the server at all) or at least seperate >> thread. In large maps the AI takes a majority of the t

Re: [Freeciv-Dev] AI Documentation & Tips

2010-05-24 Thread Bernd Jendrissek
On Mon, May 24, 2010 at 6:15 AM, Goswin von Brederlow wrote: > I would also like the AI to run as seperate client (that way it can't > use privileged information from the server at all) or at least seperate > thread. In large maps the AI takes a majority of the time and nowadays > multi-core syste

Re: [Freeciv-Dev] AI Documentation & Tips

2010-05-23 Thread Goswin von Brederlow
Israel writes: > Hello, > > I am interested in working on FreeCiv AI, and would like to know if there is > any documentation or "begin reading this" doc to help me. It's my first > contact > with the freeciv code, so maybe I should start from something more general > than > the AI itself. > > I

[Freeciv-Dev] AI Documentation & Tips

2010-05-23 Thread Israel
Hello, I am interested in working on FreeCiv AI, and would like to know if there is any documentation or "begin reading this" doc to help me. It's my first contact with the freeciv code, so maybe I should start from something more general than the AI itself. I have already downloaded the sourc

Re: [Freeciv-Dev] AI bugfixing

2009-01-30 Thread Daniel Markstedt
On Fri, 30 Jan 2009 22:31:04 +0900, Brian Dunstan wrote: > > Would anyone be opposed if I did some triage / bugfixing on the AI bugs > in the RT system? > I wouldn't. :) > If I find that a bug can't be reproduced in current SVN, who should > verify/close it? > You could probably do it yo

[Freeciv-Dev] AI bugfixing

2009-01-30 Thread Brian Dunstan
Would anyone be opposed if I did some triage / bugfixing on the AI bugs in the RT system? If I find that a bug can't be reproduced in current SVN, who should verify/close it? Thanks, Brian ___ Freeciv-dev mailing list Freeciv-dev@gna.org

Re: [Freeciv-Dev] AI - carvans / trade routes

2008-08-23 Thread Marko Lindqvist
2008/8/17 Stéphane Messerli: > Does the AI establish trade routes and does it build caravans on purpose? ... > And I also found an old patch (July, 2006), which code hasn't been > committed: > http://osdir.com/ml/games.freeciv.ai/2006-07/msg2.html That patch has been committed. AI builds

[Freeciv-Dev] AI - carvans / trade routes

2008-08-17 Thread Stéphane Messerli
Hi All, I'm new to this mailing list, and I'm seeking info about the current state of the AI caravan usage. Does the AI establish trade routes and does it build caravans on purpose? So far I found that the AI might not handle caravans/trade routes well: http://freeciv.wikia.com/wiki/AI_Documen