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Re: things i'd like to be implemented

Posted: Tue Feb 01, 2022 3:12 am
by cazfi
Ignatus wrote:
nef wrote:
is pretty difficult to code
Sid managed to do it in 640k. But to be fair he had only one ruleset to consider.
are you ready to do it?
If 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.)

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.
Hm, inserting some script controls into AI entrails seems not too difficult
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/43749

Re: things i'd like to be implemented

Posted: Thu Mar 24, 2022 9:04 pm
by Lexxie
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.