[Xconq-general] New File Release In Next Day or Two
Brought to you by:
elijah_meeks,
matthewskala
From: Eric M. <mcd...@ph...> - 2005-04-12 04:14:41
|
Hello Xconquerors, I will be putting a new file release on Sourceforge in the next day or two. I know I have been saying that for a while now, but really, _I will this time. I kept finding little bugs to be fixed, and kept trying to squeeze a few more improvements out of the AI. Hence the delays. As far as what you can expect in the new release, here is a mostly complete list: (1) AI-controlled Fighters don't crash as often in the Default game. This is due to a economy bug being fixed. (2) The AI is somewhat better at using transports. There is still a lot to be desired, but some progress has been made. In particular: (a) Transports which are headed for a destination don't keep coming back to pick up one more unit. (b) Transports are more likely to keep going where one of their occs told them to go. (This could still use improvement.) If you don't believe me that transports are put to better use, play the Time: Combat Through the Ages game (time.g) now, and then after the new file release. You will not be able to deny the difference. (3) Unit construction choices are much more spread around. This is noticeable in a number of games, including the Default game. (4) Colonizers don't mill around aimlessly anymore. They find a spot that they want to build at, and go for it. This is most noticeable in the Advances and Civ II games. (There is still a problem with colonizers initially grabbing spots that are too close together on the first turn. That can be fixed, but hasn't yet.) Colonizers also will explore, and colonize if they find a good spot during exploration. (5) There has been a tremendous speedup in AI performance for most games. This is extremely noticeable in Korea 2006, for example. Opal is still somewhat slow, but much quicker than before. (6) The problem with naval units being produced in land-locked cities has now been fixed for all games. (7) The AI recognizes manual change-type actions and will schedule them if an unit can change type to a better unit type. "Better" is, of course, subjective.... Obviously, there is a lot more work to be done. But, finally you will get to see some tangible results of some of the behind-the-scenes AI work I have been doing the last couple of months. I will post another announcement when the file release is ready. Eric |