This is the mail archive of the xconq7@sources.redhat.com mailing list for the Xconq project.


Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]
Other format: [Raw text]

Re: Thought process of a colonizer


Changing the thread slightly here: what do we consider a "reasonable"
computer
for this game? (i.e. the target hardware)

400MHz?
1G?
1.5?
2G?

I ask, simply because the game may do things in awkward coding ways, to save
some cycles, when with faster hardware, there's more maintainable/flexible
ways to do it.

Erik

----- Original Message -----
From: "Hans Ronne" <hronne@pp.sbbs.se>
To: "Lincoln Peters" <peters2000@mindspring.com>
Cc: <xconq7@sources.redhat.com>
Sent: Saturday, June 22, 2002 2:33 AM
Subject: Re: Thought process of a colonizer


> >So, does it make sense to anyone?  Any questions or comments?
>
> I think most of what you wrote makes sense. If you want to do some xconq
> hacking, you can always look at good_cell_to_colonize and check if any of
> your ideas can be added by modifying the current code.
>
> There is a problem with letting all colonizers consider all visible cells
> every turn, though, and that is the CPU load. Even on a fast computer,
this
> would slow down things to a crawl. That's why the colonizers now look only
> at the cell they are standing in. Possible, one could extend this to a
> small patch around the colonizer, but anything more than a handful of
cells
> is going to spell trouble, particularly if all the stuff you propose also
> is added to the algorithm.
>
> Hans
>
> Hans Ronne
>
> hronne@pp.sbbs.se
>
>
>



Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]