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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Alternative Civs > Freeciv > AI strategies
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CMaster2003 is offline CMaster2003
Settler
Pitesti, Romania
Nov 2003
time: 05:32
  Old Post 07-12-2003 03:19
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#1 Report this post to a moderator
AI strategies Help yourself to an AD-FREE life

Hello again.

I was wandering... the game needs some nice tactics for the AI to be less stupid and to realise some important things, but where should I put such a function that is to be run every turn(or at least everytime a new city springs up), in order not to overload the memory?? (It's impossible not to put very sophisticated algorythms, which contain many lines!)

I have also encountered a problem(or bug): I'm playing freeciv with the "default" ruleset(at least I thought so). The thing is that I can't build that unit... AWACS(or whatever) and the Submarine has an attack of only 10 instead of 15...
Note that the ruleset dir is "default"!! and, instead, I'm playing with the Civ2 ruleset(it seems)... What's wrong?

The last questions would be: when is a new version of freeciv going to be ready for download?; where can I get the CivWorld editor(not the source but the compiled program, and please specify if it's for free ); and can I submit (not now, but in the quite near future) a "big" patch -- making the computer smarter, adding new units and, maybe, new terrain tiles, and hopefully optimizing the source code so that I don't have to wait 2-4 minutes for the AI to finish its turn(after it had researched all techs) on my Pentium4 !!!!

Per is offline Per
Freeciv Developer

May 2002
time: 06:32
  Old Post 08-12-2003 22:41
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#2 Report this post to a moderator
Avatar Enlargement: We've got the solution

AI data calculations should go in ai/aidata.c

I have no idea what your default vs civ2 ruleset problem is.

The 1.14.1 release of Freeciv will be out in a few days, while the 1.15.0 release will be out some time after xmas.

There is no compiled version of civworld to be downloaded anywhere, to my knowledge.

Send any patches you might have to rt[at]freeciv.org, but please - split up your patches into as small self-contained portions as possible, and do read the style guide (doc/CodingStyle).

Ecliptik is offline Ecliptik
Chieftain

Dec 2003
time: 05:32
  Old Post 28-12-2003 21:33 Visit Ecliptik's homepage!
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#3 Report this post to a moderator
Re: AI strategies Support Apolyton, buy Call to Power 2

WHAT THE HELL ARE YOU TALKING ABOUT
The Ai r gr8 they kik mi ass every time you must be a very experienced player.
quote:
Originally posted by CMaster2003
I was wandering... the game needs some nice tactics for the AI to be less stupid and to realise some important things, but where should I put such a function that is to be run every turn(or at least everytime a new city springs up), in order not to overload the memory?? (It's impossible not to put very sophisticated algorythms, which contain many lines!)

CMaster2003 is offline CMaster2003
Settler
Pitesti, Romania
Nov 2003
time: 05:32
  Old Post 04-01-2004 02:34
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#4 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I'm not that experienced but I might say I'm really good at Civ2 and Freeciv is not very different from it I mean the AI doesn't really realise many important things in terms of tactics(ie: it attacks a very well fortified city with armors even if it needs 3 or 4 to kill one of my units; it also makes lots of money that are not put to any use!!! etc)

Per is offline Per
Freeciv Developer

May 2002
time: 06:32
  Old Post 04-01-2004 17:05
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Full PM-box? Change here!

Yep. The AI can still be improved a lot. If you want to work on the AI, you should definitely work on the latest CVS version, since the AI code there is significantly cleaned up and improved.

Ecliptik is offline Ecliptik
Chieftain

Dec 2003
time: 05:32
  Old Post 04-01-2004 21:19 Visit Ecliptik's homepage!
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#6 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

CMaster2003,
have a look @ thread newbies

DrMinistr is offline DrMinistr
Settler

Jan 2004
time: 05:32
  Old Post 09-01-2004 17:32
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#7 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

AI is producing units like musketeers, reflemen, mech.inf. but it doesn´t have strong attacking force.

CMaster2003 is offline CMaster2003
Settler
Pitesti, Romania
Nov 2003
time: 05:32
  Old Post 11-01-2004 02:40
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#8 Report this post to a moderator
Got spare money?

I know. That's why I said that something must be done about it...

Per is offline Per
Freeciv Developer

May 2002
time: 06:32
  Old Post 11-01-2004 16:09
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Full PM-box? Change here!

I'm working on more intelligent transport-hunting for the AI. Work is also being done for better settler code. More improvement of the transport code is underway as well. Once these things are done, I expect attention to be turned towards teaching the AI about army groups and proper attack tactics.

Help would be much appreciated on all these and other things.

CMaster2003 is offline CMaster2003
Settler
Pitesti, Romania
Nov 2003
time: 05:32
  Old Post 18-01-2004 02:29
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#10 Report this post to a moderator
Support Apolyton buy from Amazon

I think that it would be a nice thing to have the possibility of using "controls"... I mean being able to select more units at once or assign them a "control" so as to create army groups... Also I believe that cities can be more fun to attack if they had a i.e. "Towers" to defend against land units, "coastal defence system" -> against navy and the existing SAM site, BUT all of these to be controlled by the player(apart from giving some defence bonuses...). The tower should be able to strike 3 tiles away etc...
Now, in order to compensate for this powerful defence, something should be done about the attack , like the no. of units attacking the city(from one tile only) should matter, every (extra)unit giving an attack bonus to the one that actually attacks the city.
But most importantly, something like a "no retaliation" feature should be introduced, meaning that i.e. the artillery, bombers, fighters(against some land units) should strike without being attacked back. This means that some sort of damage control can created in order to give the defender a chance of survival(it shouldn't be the actual attack pattern with which one of the units always die). A reason for this "no retaliation" feature is that... well, I can never figure out how a cannon(or rifleman) can destroy a stealth bomber(which flies at 10000 feet!!!!!!), let alone how battleships get destroyed by riflemen

DrMinistr is offline DrMinistr
Settler

Jan 2004
time: 05:32
  Old Post 19-01-2004 14:02
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#11 Report this post to a moderator
Tired of ads?

This is real good idea. It´really unrealistic when musketeers shot down bomber or sink cruiser. That would also force defender to upgrade units (or build new) and also new technologies will be more important.

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