Topic: Militarysites on mine building places will brake the AI
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MarkMcWire Topic Opener |
Posted at:
2025-01-26, 14:03 UTC+1.0
I have added a special building for the Europeans, a guardhouse that can be built on mine building places. This makes it easier to conquer mountains and impassable terrain. The reason for this is that there are some fields on the Europe map that you cannot otherwise reach. But this breaks the AI. If you add the building, the AI no longer builds military sites or only very rarely and no longer expands at all. My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing
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JanO
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Posted at:
2025-01-27, 11:39 UTC+1.0
Is your mountain-guard-building "mountain-only"? Maybe the AI now tries to build it on non-mountain-terrain, too.
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hessenfarmer
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Posted at:
2025-01-27, 12:37 UTC+1.0
I think we have to accept, that the AI System will never be able to handle all possible buildings, that can be defined in our lua files.
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MarkMcWire Topic Opener |
Posted at:
2025-01-27, 17:28 UTC+1.0
Its not that important. Its only observation. I have a workarround. The change to buildings.cc that I proposed on Git would be more urgent and important. My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing
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usingUser |
Posted at:
2025-09-26, 17:31 UTC+2.0
Your addon crashes in my game. Gerade arbeite ich eher sporadisch an einer Idee für einen neuen Satz Stämme: die Allianz in unterschiedlichen Varianten.
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usingUser |
Posted at:
2025-09-26, 17:32 UTC+2.0
I think you're interested. Gerade arbeite ich eher sporadisch an einer Idee für einen neuen Satz Stämme: die Allianz in unterschiedlichen Varianten.
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