When ai decides to set up new city, it might sum up localization points, and minus it's industialization trait. It should work as neuronal net - if you are xenophobe, you get + N points for cancelling meeting, more xenophobic, higher bonus for cancelling action. It could vary from absolute refusal to talk to being almost gullible in the acceptance in order to please opponents.Ĭomment: it would be not so hard to implement granular personality. Try running 'freeciv-gtk2' or 'freeciv-sdl' as client, 'freeciv-server' as server. What this means is that you can be either Isolationist (-1), Imperialist (+1) or neither (0) having some players be more imperalist than others may be a feature for later, but this can be difficult to implement in a way that is discernible for players (there is no point to add a distinction without a difference).Ĭomment: A value like the level Xenophobia can easily be made more granular. These values are supposed to be in the range -1 to +1 initially, but can be expanded to multiple values in either direction later on. "Industrialist" vs "Expansionist" - build big cities or many smaller cities."Opportunist" vs "Ideologue" - will choose enemies based on profit or personality mismatch."Xenophobe" vs "Diplomat" - how often the AI will do diplomacy, and chance of accepting.AI civilization into easy submission because it suddenly loses all the keystone technologies to make it a viable challenger to the other players - Ticket information of Freeciv project Freeciv.
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