There actually was a AI type/module to wrap AI callback interface for one to script the AI in lua. Unfortunately the developer working on it disappeared before it was finished. That was when the AI type/module callback interface was brand new. Implementing it now that the interface has matured could be even easier -> https://osdn.net/projects/freeciv/ticket/43749Ignatus wrote:Hm, inserting some script controls into AI entrails seems not too difficultnef wrote:Sid managed to do it in 640k. But to be fair he had only one ruleset to consider.is pretty difficult to codeIf I can write agents and advisors in Lua. The point being that one can customise the code for different rulesets. (The very reason for scripting.)are you ready to do it?
We could start by developing tolua interfaces for (AI) hut enter, Auto settler, auto eXplore, Goto, and goTo. eXplore would be a good place to start because it would be easy and have a huge payoff.
things i'd like to be implemented
Re: things i'd like to be implemented
Re: things i'd like to be implemented
I'm a little late to notice this.
At http://www.freecivweb.org adding a pop unit to a city triggers a CMA re-arrange, similar to if a military unit stepped on a worked tile. I would suggest that the main upstream server versions copy this behaviour. It was very simple and didn't require messing with any savegame compatibilities or such.
At http://www.freecivweb.org adding a pop unit to a city triggers a CMA re-arrange, similar to if a military unit stepped on a worked tile. I would suggest that the main upstream server versions copy this behaviour. It was very simple and didn't require messing with any savegame compatibilities or such.