On Thu, Mar 11, 2010 at 01:05:09PM -0800, Greg Boggs wrote: > I can't speak for other users, but I *loved* hacking on Wesnoth AI's > when it was possible to do in Python. Being able to recode the AI as the > game ran was awesome.
I also liked the Python AI, but the security problems were the reason to remove it. (In fact my first patches for Wesnoth were improvements to that part of the code.) > I tried to replicate some of my stuff with formula AI, but it was > foreign to me. Which I already feared a bit, a functional language is rather different in usage. (No bashing I used LISP for quite a while and liked it, but it requires different thinking from things like WML, Python, Lua.) > Perhaps someone has redone Bruteforce python AI in Lua? Not as far as I know, but 1.8 will be the first stable release with Lua so I look forward to see what 1.8 will bring in the user made AI front. -- Regards, Mark de Wever aka Mordante/SkeletonCrew _______________________________________________ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev