Re: (PR#10110) AI underestimates Temples

"Mateusz Stefek" <mstefek-IjDXvh/[email protected]>
Newsgroups gmane.games.freeciv.ai
Message-ID <x1095343951l.32275l.0l@localhost>
<URL: http://rt.freeciv.org/Ticket/Display.html?id=10110 >

Dnia 2004-09-16 15:56:48, Per I. Mathisen napisał(a):
> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=10110 >
> 
> On Thu, 16 Sep 2004, Mateusz Stefek wrote:
> > Hmm, it doesn't work (I was testing it on a very advanced game)
> > Here's my patch. I think now AI plays much better.
> > Main problem is that values measured in percentages are treated in
> the
> > same way as those mesured in pieces.
> 
> But are EFT_*_DEFEND measured in percentages? Your patch seems to
> assume
> so. IIRC this is not the case.
from default/buildings.ruleset:
[building_coastal_defense]
name		= _("Coastal Defense")
tech_req	= "Metallurgy"
bldg_req	= "None"
graphic	= "b.coastal_defense"
graphic_alt	= "-"
terr_gate	= "Ocean"
;spec_gate	=
equiv_range	= "City"
;equiv_dupl	=
;equiv_repl	=
obsolete_by	= "None"
is_wonder	= 0
build_cost	= 60
upkeep		= 1
sabotage	= 100
effect		=
    { "name", "value"
      "Sea_Defend", 100
    }
sound		= "b_coastal_defense"
sound_alt	= "b_generic"
helptext	= _("\
Increases the defence strength of units within a city by a factor\
 of 2 when defending against bombardments from enemy ships.\
")

So what can this "100" mean?
--
mateusz


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