Pavel Jelínek

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  • Vulnerability of AI to rush attack

    MPope said that future AI will be clever and its colonies better defended. I did not read (and understand) the AI code in trunk enough to judge its efficiency, but I think that only an extremely clever code can beat the following strategy: If the player (immediatelly after the game start) sells the initial tools and muskets to the natives (it should not be so hard to get 300 gold, I think),

    2012-05-04 02:53:35 PDT in FreeCol

  • Comment: "Difficulty" should not apply to AI

    I think I was wrong about the field "AI buys in Europe for XX % of price", because: 1. It is needless (it was intended to let AI buy more tools and muskets, but this will be accomplished by the field "All indoor and outdoor professions of AI have +YY % bonus", which will let AI produce more furs or coats etc. and therefore earn more money). 2. It would lead to some...

    2012-04-30 23:42:17 PDT in FreeCol

  • 2 bug after creating a new TR

    Under 0.10.5, almost whenever I create a new Trade route (with "T" command), then two bugs happen: 1. Even though I have not assigned the TR, it is assigned to a wagon train (the train has "T" letter and the TR list reports 1 assigned unit to this TR), but it soon dis-assigns (no later than during the end of turn) and then TR list reports 0 assigned units. 2. Soon...

    2012-04-30 23:33:05 PDT in FreeCol

  • Comment: "Difficulty" should not apply to AI

    Do you agree that defeating (or protecting oneself against) the AI Europeans is the main part of the challenge? I strongly think so, because even a weak player can IMHO succesfully defend against natives and build prosperous colonies - and then nothing can stop him from building a big army and defeating the REF. If you agree with this, then the game will not become any harder, if I pick a...

    2012-04-30 11:20:19 PDT in FreeCol

  • Comment: Maxed difficulty might still prove too easy

    MPope, I don't understand: why do you say it is "anecdotal"? I have been saying for a long time that advantages "Agriculture" and "Building" seem to me much more powerful than most others... And what do you mean by "better competition"? Do you mean that chieftains will be less giving to give me much money during our first chatting? Well, I think it...

    2012-04-30 07:00:56 PDT in FreeCol

  • Comment: Point of certain victory

    Yes, I believe you that the intelligence of REF is low. But I suppose that increasing its intelligence is a very difficult task with a limited impact on difficulty. On the other hand, adding a few fields which would control the exponential increase of strength of enemy raids - this would solve the problem with difficulty ultimately. Even a stupid REF (or invaders) will pose a big challenge, if...

    2012-04-30 02:58:17 PDT in FreeCol

  • The game gets stuck

    Very roughly once each 100 turns, the game freezes. Sometimes the process "javaw.exe" consumes very much processor power, sometimes it does not. My windows then get stuck and if I want to maximize (for example) my Firefox, it does not appear. If you load this savegame under 0.10.5, repond with "W" to the Dragoon and then with "space" to both ships, then the game...

    2012-04-29 10:46:58 PDT in FreeCol

  • Comment: Colopedia misses: milit.strength, shop bonus

    Does it???? Under "Units" node, both "free colonist" and "veteran soldier" have the same offensive and defensive strength.So how can I know how much stronger veteran soldier is? Maybe it is reported in the "Expected combat result" dialog, but I think the player should know it beforehand. I also think that colopedia should (but does not) say how...

    2012-04-29 05:26:50 PDT in FreeCol

  • Comment: Colonist idles after dragging to another tile

    As this is irritating and it can delay the teaching process by up to 9 turns, I almost want to suggest that this should be governed by one of the checkboxes in the proposed group "Nobody will check this if he does not insist on Col1 compatibility". But maybe I am going too far... I may be wrong. And there is one more way: One turn before achieving enough experience, the turn...

    2012-04-29 04:39:24 PDT in FreeCol

  • Comment: Cannot find out sentiment if it is >100%

    I like it. And if the "number of colonists to add, not causing trouble" is zero, could there be visible number of turns when this changes to 1? Either in the place that you mention, or in the bubble help (if I move my cursor over the number of rebels) which will (in this case) say: "Turns to 100% rebels: N/A" Because I think it is a useful information Pavel.

    2012-04-29 02:08:37 PDT in FreeCol

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