Topic: Regression: Empire Ai failure
Tibor |
Posted at: 2017-05-08, 18:54
Also reachability can be split into two things:
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GunChleoc |
Posted at: 2017-05-09, 07:02
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 Top Quote |
Tibor |
Posted at: 2017-05-09, 10:50
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... Top Quote |
PkK Topic Opener |
Posted at: 2017-05-09, 17:02
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 Top Quote |
GunChleoc |
Posted at: 2017-05-09, 18:16
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 Top Quote |
Tibor |
Posted at: 2017-05-09, 18:30
The code is completely reworked in my branch, so it will probably behave differently... Edited: 2017-05-09, 18:31
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Tibor |
Posted at: 2017-05-09, 18:34
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... Top Quote |