: I'm lost. Examples for what?
i just meant examples of putting your "rating thing" into practice. the first example was just that some buildings, ie. library, would work well in some cities, and not in others. with my 'other examples' i was just pointing out that it could go even further than just which cities are best for what, to the point where the ai almost has a 'personality' and decides to use MOST or ALL of its high production cities for military purposes, as opposed to simply deciding what to build based solely on that stand-alone city, and not considering the overall bigger picture.
: I'm not sure I get your point. Couldn't one argue that hardwiring a specific course of action would result in a more transparent, and therefore more controllable, ai?
the advantage of this 'rating' method would be that you wouldnt need to hardwire a specific course, you could code it such that the ai decides what to do based on the situation in the game. so therefore the ai would have much more flexibility. at the same time you could still choose which areas you wanted to be flexible, and which ones you wanted it to just stick with a specific course. thats what i meant by having more control over the ai - you get to specify every little detail yourself. other than that.. i didnt really have a point to be gotten!
Posted 2-Nov-05 02:22 by Dragonfly
