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Re: [glob2-devel] Full Nicowar behaviour assessment


From: Bradley Arsenault
Subject: Re: [glob2-devel] Full Nicowar behaviour assessment
Date: Sun, 19 Feb 2006 17:07:27 -0800

On 2/19/06, Bradley Arsenault <address@hidden> wrote:
> I've just made some signifigant changes to Nicowar, solving a great
> many number of bugs, almost everywhere. Speed is now an important
> issue, however.
>
> New things:
>     A) Nicowar now puts explorers onto the three nearest fruit trees
>     B) It no longer manually manages explorers, and instead uses the
> new explorer behaviour
>     C) I have finally fixed the bug that caused Nicowar to build
> buildings in enemy territory, as complex as it was, it was a
> combination of several bugs, having to do with the gradients and else.
>     D) I have fixed several unit management related bugs
>     E) I have fine tuned some global variables for more intelligence
>     F) I have added a timeout to the building construction, so that
> building "losses" don't build up over time and cause the ai not to
> construct any further buildings (long lasting bug)
>     G) I have (temporarily) caused the generation of random seeds on
> matches including Nicowar. Of coarse this breaks net-net matches with
> Nicowar, it has helped me break determinism and find many more bugs.
>
> You can see many of these changes in the latest cvs, and sicne I have
> been on an extreme bug hunt lately, Nicowar will continue to play
> better. If it plays worse, just keep in mind that most of my settings
> have been fine tuned for Nicowar *with* all these bugs, so now that it
> is playing correctly, it will require more fine tuning.
>

On that note,

    H) I removed strict ordering on building construction

H would be the reason why you might see Nicowar with 30 or 40 units
but only 2 inns, its because it wants to build everything else first.




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