Topic: Game engine ignores AI Hint "prohibited_till"
MarkMcWire![]() Topic Opener |
Posted at:
Today 17:33 UTC+2.0
Hello, I'm currently building a new tribe that contains all the wares and economies of the five canonical tribes. Basically a europeans_ultra tribe. I've noticed that some buildings are being built far too early, even though I used the "prohibited_till" hint. This affects all buildings that produce animals like oxen, donkeys, horses, and reindeer. I don't even use these animals as carriers; they will later be sold for coins in a market. They will all build after 20 min gameplay, no matter what happens.
Edited:
Today 18:01 UTC+2.0
My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing ![]() ![]() |
hessenfarmer![]() |
Posted at:
Today 18:25 UTC+2.0
well from the code this should not happen. ![]() ![]() |
MarkMcWire![]() Topic Opener |
Posted at:
Today 18:30 UTC+2.0
Edited:
Today 18:33 UTC+2.0
My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing ![]() ![]() |
MarkMcWire![]() Topic Opener |
Posted at:
Today 18:50 UTC+2.0
Here the log. My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing ![]() ![]() |
hessenfarmer![]() |
Posted at:
Today 20:32 UTC+2.0
ok with this information I can confirm that our Ai code is definitly ignoring the prohibited_till parameter for this building. This is due to it being recognized as the tribes recruitment building for second carriers, where only 1 of each type is allowed and enforced in relation to the number of roads. Although I am not reluctant in changing this, this might need deeper research to avoid issues. ![]() ![]() |