You might be on the right track with that idea. I'll admit, while searching for the solution to these priority problems, I've been pretty much ignoring any solutions that would require me to totally overhaul the existing AI. I think many of us remember back to when the alternative jobs were first coded in haha! The original AI was designed very well for what it was intended for, but because it wasn't part of the original design, the idea of secondary jobs had to be patched in in a somewhat sloppy manner. I've gone through it several times to clean things up, but it will never run as nicely as it did when it was following the initial design. In that same way, if I have to fundamentally change the AI again, it would require another sloppy patch job that would end up introducing about a hundred bugs I'd need to fix. I'm avoid that if at all possible.
> I imagine it's quite hard for the AI > to know what should be prioritised at different times of the > game. Every1 plays differently. So I think if we have the > ability to manually set a building on the map as their > priority to give supply of resources to might work better. > > 锦发/Steady Goh --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
