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Re: CRT Combat Model (long)


On Tue, 2002-03-12 at 13:38, Hans Ronne wrote:
> I agree that we need more plans. One thing in particular that would be
> useful is a PLAN_TRANSPORT. The current transportation code does not work
> well, and the main reason is that the units involved tend to forget what
> they are supposed to do.

One thing I noticed when I was debugging "Cave of Amazement" (cave2.g)
was that if a unit was carrying a living item (for example, a dwarf was
carrying a Humanity stone), their plans might be so different that the
living item was never able to accomplish its plan.  In one case, a dwarf
had a colonizing plan and was building an orc hole, but the Humanity
stone it carried wanted to hypnotize a skeleton in the next room!

By the way, I have a new version that (sort of) fixes some bugs that
were in the version I submitted, but unfortunately, many of the problems
had to do with Xconq or the AI code itself.  If anyone's interested, I
can provide quite a list of eight major deficiencies that I discovered
while debugging that game.  Of course, these problems aren't as
important as fixing the network code, but I would hope that they would
eventually be addressed.


(I would offer to help with this debugging, but unfortunately, I don't
know C.)


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