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Topic: Militarysites on mine building places will brake the AI

MarkMcWire
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Joined: 2017-02-08, 21:06
Posts: 352
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Location: Eisenach, Germany
Posted at: 2025-01-26, 14:03

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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Joined: 2015-08-02, 11:56
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Posted at: 2025-01-27, 11:39

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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Joined: 2014-12-11, 23:16
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Location: Bavaria
Posted at: 2025-01-27, 12:37

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.
It is hard enough to make it handle all the features in our officila releases.


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MarkMcWire
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Joined: 2017-02-08, 21:06
Posts: 352
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Location: Eisenach, Germany
Posted at: 2025-01-27, 17:28

hessenfarmer wrote:

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.
It is hard enough to make it handle all the features in our officila releases.

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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