Topic: Steerable scout

beng
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Joined: 2023-07-03, 20:41 UTC+2.0
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Version: 1.21 build 6 i think
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Posted at: 2025-12-06, 09:19 UTC+1.0

In Atlanteans mission 2 I found the scout was half the time going in the wrong direction and exploring territory that had already ben captured by me. Maybe it was going towards a small patch of mountain that had enemy flags around it but no buildings inside, but I can't really tell. It was just wasting food scouting territory that I could already see and that was already owned by my tribe.

It would be good if the scout could have a menu with arrow buttons, like expedition ships, that lets you send them in a particular direction so you can control to some extent where the scout scouts.

Edited: 2025-12-06, 09:22 UTC+1.0

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kaputtnik
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Posted at: 2025-12-06, 09:49 UTC+1.0

Please provide a save game.


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beng
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Joined: 2023-07-03, 20:41 UTC+2.0
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OS: Debian 13
Version: 1.21 build 6 i think
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Pry about Widelands
Location: singapore
Posted at: 2025-12-07, 08:55 UTC+1.0

Here, when you load the saved game the scout in the middle of the screen is moving away from the border into my own land instead of scouting the enemy land.


Attachment: application/octet-stream
test.wgf (2.9 MB)

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kaputtnik
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Posted at: 2025-12-07, 10:40 UTC+1.0

As far i remember the logic for scouting is as follows:

  • if invisible fields (likely enemy or unoccupied fields) are near the scouts hut, prefer going in this direction
  • if no invisible fields are near the scouts hut, go in an arbitrary direction

In your save game there are no invisible fields around the scouts hut, so the direction is arbitrary.

Regarding a "steerable" scout i have no special meaning about that.


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beng
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Joined: 2023-07-03, 20:41 UTC+2.0
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OS: Debian 13
Version: 1.21 build 6 i think
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Pry about Widelands
Location: singapore
Posted at: 2025-12-08, 03:12 UTC+1.0

Here is another saved game where another scout bug occurs: The scout gets stuck at an enemy building and just circles it instead of scouting further territory. This is why making the scout steerable like a ship is better.


Attachment: application/octet-stream
scout stuck.wgf (2.8 MB)

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waldecker
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Posted at: 2025-12-08, 10:28 UTC+1.0

Have seen that behaviour also a lot of times.

kaputtnik wrote

As far i remember the logic for scouting is as follows:

  • if invisible fields (likely enemy or unoccupied fields) are near the scouts hut, prefer going in this direction
  • if no invisible fields are near the scouts hut, go in an arbitrary direction

Maybee adjusting the logic could help a bit. Since fields get visible when you join an alliance and stay (partly-)visible when you or the ally leaves, adding something like "if no invisible fields are near the scouts hut, go to area occupied by the enemy".

Edited: 2025-12-08, 10:29 UTC+1.0

Yesterday I stood before an abyss, today I'm one step further

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kaputtnik
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Posted at: 2025-12-08, 13:22 UTC+1.0

I think the behavior of the "stuck" scout is intended. The walking algorithm for scouts ha been changed several years ago in way that the scout should stay for a while around a foreign military site to have some time for a player to start an attack. Before this change the time for clicking on a foreign military to start an attack was too short to start an attack. I don't know why the scout in this game just walks around this single military site. My best guess is that the scout doesn't find another foreign military site in his area, but i don't know.

waldecker wrote

Have seen that behaviour also a lot of times.

kaputtnik wrote

As far i remember the logic for scouting is as follows:

  • if invisible fields (likely enemy or unoccupied fields) are near the scouts hut, prefer going in this direction
  • if no invisible fields are near the scouts hut, go in an arbitrary direction

Maybee adjusting the logic could help a bit. Since fields get visible when you join an alliance and stay (partly-)visible when you or the ally leaves, adding something like "if no invisible fields are near the scouts hut, go to area occupied by the enemy".

Do you know that you can send a scout from every flag of your roadnetwork? Prerequisite is that the flag is connected with the a scout hut, but it doesn't matter how far away the flag is. See image.

In the save game provided by @beng this doesn't work, maybe because it's a scenario.


Attachment: image/png
shot0002.png

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