Topic: Regression: Empire Ai failure
Tibor |
Posted at:
2017-05-08, 19:54 UTC+2.0
Also reachability can be split into two things:
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GunChleoc![]() |
Posted at:
2017-05-09, 08:02 UTC+2.0
Maybe periodically check if construction sites without workers are reachable,? This still makes the AI a bit stupid by building first and then tearing down, but it would mean less checks. Busy indexing nil values ![]() ![]() |
Tibor |
Posted at:
2017-05-09, 11:50 UTC+2.0
There is a code that tries to connect each economy (this includes alone constructionsites) without a warehouse to an economy with a warehouse. So such constructionsite will not last long... Suboptimal, but better then nothing... ![]() ![]() |
PkK Topic Opener |
Posted at:
2017-05-09, 18:02 UTC+2.0
Maybe this should change. If there are enough soldiers available, I think it would be reasonable to continue territory expansion besides building military sites near the enemy. Philipp ![]() ![]() |
GunChleoc![]() |
Posted at:
2017-05-09, 19:16 UTC+2.0
That sounds reasonable. Does the AI immediately search for an alternative site? I guess we could have a full connectivity test then, since it should happen less often. Of course, I am making just an assumption here. Busy indexing nil values ![]() ![]() |
Tibor |
Posted at:
2017-05-09, 19:30 UTC+2.0
The code is completely reworked in my branch, so it will probably behave differently...
Edited:
2017-05-09, 19:31 UTC+2.0
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Tibor |
Posted at:
2017-05-09, 19:34 UTC+2.0
Yes, the building (especially productionsite) is still needed, so it will try to place it elsewhere. With militarysites it is bit more complicated, because their placing is dependent on vicinity... ![]() ![]() |