Code testing worked! Bots take neutral planets no problems, including the ones after a timercide. This of course, causes the genocide! Jimmy --- Jimmy Huang <jimmyhua73 at yahoo.com> wrote: > Hi James, > > I've been digging through the robotd code fixing > something else. > > And, thanks to Trent's insistence I find out why pl > is > NULL sometimes. I figured out the logic in the > check_take function in decide.c was basically > flawed. > > It also explains why the bots don't like to take > neutral planets, unless certain oddball conditions > are > met. > > I have summarily wiped out those oddball conditions > (the independent planet had to be Non-Agri OR the > bot > had to have more than 4 armies???). Hopefully, this > will fix it. (I think human players will hate this > fix, as they can't run around behind the bots > finishing their takes now.) And fix the funny > stalemate condition. > > Also, don't apply the patch I sent out today. Trent > pointed out some major problems with it -- mostly > due > to my ignorance in c programming. I did a darcs > unrecord on my side already. > > Anyways, on with the code testing with gdb robot, > and > I'll see if this works. > > Jimmy > > --- James Cameron <quozl at us.netrek.org> wrote: > > > On Wed, May 17, 2006 at 12:26:08AM -0700, Jimmy > > Huang wrote: > > > 1. Make the bots smart enough to finish the > game. > > > > That's certainly how I think it should happen. > > > > A scriptable robot spawned by the server as soon > as > > the timer expires > > might be the way to do it. "Get kills, pick up, > > take that planet." > > > > -- > > James Cameron mailto:quozl at us.netrek.org > > http://quozl.netrek.org/ > > > > _______________________________________________ > > netrek-dev mailing list > > netrek-dev at us.netrek.org > > http://mailman.us.netrek.org/listinfo/netrek-dev > > > > > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/listinfo/netrek-dev >