Topic: Prevent the AI shipyards from building on small lakes instead of sea.
MarkMcWire Topic Opener |
Posted at: 2020-09-24, 00:13
I think the picture is self explanatory. The ports are all built by the sea, although the ships do not arrive there. A expedition could never be started since the start of the game. My widelands project: https://github.com/widelands/wl_addons_server/tree/master/addons/europeans_tribe.wad Top Quote |
MarkMcWire Topic Opener |
Posted at: 2020-09-24, 01:05
My suggestion would be to define a maximum distance between the port and the shipyard. So that an AI have to build a shipyard in the immediate vicinity of the port. My widelands project: https://github.com/widelands/wl_addons_server/tree/master/addons/europeans_tribe.wad Top Quote |
MarkMcWire Topic Opener |
Posted at: 2020-09-24, 05:11
A workaround for this bug is to set size of shipyard to port. I used it in my fork. So the AI could only build a yard at the coast of a sea. My widelands project: https://github.com/widelands/wl_addons_server/tree/master/addons/europeans_tribe.wad Top Quote |
niektory |
Posted at: 2020-09-24, 05:30
Bug: AI makes shipyard away from sea #1006 Top Quote |
MarkMcWire Topic Opener |
Posted at: 2020-09-24, 06:09
I would suggest to change the size of a shipyard to "port". So AI can only build shipyards on sea and not on lakes or rivers.
Edited: 2020-09-24, 06:49
My widelands project: https://github.com/widelands/wl_addons_server/tree/master/addons/europeans_tribe.wad Top Quote |
MarkMcWire Topic Opener |
Posted at: 2020-09-24, 06:10
Seems that option crash the game I reverted my edit in my fork. Edited: 2020-09-24, 06:54
My widelands project: https://github.com/widelands/wl_addons_server/tree/master/addons/europeans_tribe.wad Top Quote |