Article View: rec.games.programmer
Article #1547Re: Empire History (was: Strategy algorithms)
From: Patrick Draper
Date: Thu, 24 Dec 1992 01:08
Date: Thu, 24 Dec 1992 01:08
20 lines
1553 bytes
1553 bytes
In article <1992Dec23.174515.3509@nntpd.lkg.dec.com> mitton@dave.lkg.dec.com (Dave Mitton) writes: >I added code that prevented you from doing fatal things with units >(Armies to Sea) without an "Are you sure?" message. >I rewrote the algorithm that figured out the next square for a unit on >a programmed path. >My partner was unhappy with canned set of maps and wrote his own map >generator. He also spent a bit of time attempting to debug the computer >enemy algorithms. So, do you know how the enemy algorithms work? I've always imagined that they were some sort of weighting system, with high risk/threat grid areas getting the lions share of troop allocation. ------------------////////////////////\\\\\\\\\\\\\\\\\\\\------------------ | Patrick Draper-ZBT Disclaimer: I can't control my fingers, | | draper@umcc.ais.org I can't control my toes! - Ramones | | University of Michigan Computer Club | NO CARRIER We are a nation of laws, not people | ------------------\\\\\\\\\\\\\\\\\\\\////////////////////------------------
Technical Details
Message-ID:
<BzqoI4.92n@ais.org>Path:
arc1-ca.pugleaf.net!sparky!uunet!hela.iti.org!ais.org!draperReferences:
<BzL6AG.D84@ais.org> <Bzn3y4.KJ@cs.uiuc.edu> <1992Dec23.174515.3509@nntpd.lkg.dec.com>Show Full Headers
Complete Article Headers
Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!hela.iti.org!ais.org!draper From: draper@ais.org (Patrick Draper) Subject: Re: Empire History (was: Strategy algorithms) Message-ID: <BzqoI4.92n@ais.org> Organization: UMCC References: <BzL6AG.D84@ais.org> <Bzn3y4.KJ@cs.uiuc.edu> <1992Dec23.174515.3509@nntpd.lkg.dec.com> Distribution: inet Date: Thu, 24 Dec 1992 01:08:26 GMT Lines: 20