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- Newsgroups: rec.games.programmer
- Path: 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
-
- 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.
-
-
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- | draper@umcc.ais.org I can't control my toes! - Ramones |
- | University of Michigan Computer Club |
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