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Re: Exploratory Transports
- From: Lincoln Peters <sampln at sbcglobal dot net>
- To: Elijah Meeks <elijahmeeks at yahoo dot com>
- Cc: Xconq list <xconq7 at sources dot redhat dot com>
- Date: Fri, 09 Jul 2004 12:50:25 -0700
- Subject: Re: Exploratory Transports
- References: <20040709180948.79403.qmail@web13125.mail.yahoo.com>
On Fri, 2004-07-09 at 11:09, Elijah Meeks wrote:
> I'm seeing transports take on units and then go into
> exploratory mode in Korea-2006. I don't understand
> it, there's just two hexes of sea in some cases and
> instead of landing reinforcements, they just swim
> around in the Sea of Japan until they run out of
> ACPs--turn after turn. Any suggestions?
I am aware that the function that determines how useful a unit is for
exploration (which I re-wrote a while ago) bases its decision on a
unit's ACP per turn, fuel requirements (if any), and how much of the map
it can explore (water cells in the case of ships). So unless you've
enabled see-all (in which case exploration is totally unnecessary),
units with huge fuel capacities should be favored as exploratory units
(prior to the re-write the AI considered short-range, high-speed
fighters to be the best exploratory units in the standard game).
As for your transports attacking enemy ships and then changing to an
exploratory plan, I have no idea. It must be a bug in some other part
of the AI code (not to mention that the AI doesn't understand transports
at all). Although a possible fix *might* be for exploring_worth to
always return 0 if see-all is enabled.
---
Lincoln Peters
<sampln@sbcglobal.net>
A vacuum is a hell of a lot better than some of the stuff that nature
replaces it with.
-- Tennessee Williams