Topic: News about AI
Tibor Topic Opener |
Posted at: 2017-05-08, 18:27
I was not able to invoke this on trunk, but so we can leave this question open. Just let keep it in mind that there can be such issue... If nothing else, I can change the AI code so that such building is just destroyed and some log about this is left in CLI output. But not yet... Top Quote |
GunChleoc |
Posted at: 2017-05-09, 07:00
Sounds good to me. Add a TODO comment to the code for now? Busy indexing nil values Top Quote |
Tibor Topic Opener |
Posted at: 2017-05-09, 10:46
This will be resolved before I propose the branch for merge - one way (fixing in trunk) or other way - modification of AI so that it will not fail the assert Top Quote |
PkK |
Posted at: 2017-05-09, 17:04
From the AI perspective, doing nothing and just leaving the building there should be ok? Philipp Top Quote |
Tibor Topic Opener |
Posted at: 2017-05-09, 18:29
I personally would mind if it consumed some wares and produce something nonsensical... but generally I see no benefit from preserving it... Top Quote |
Tibor Topic Opener |
Posted at: 2017-05-12, 21:13
Last few days I focused on rangers + lumberjack, here is the old status as posted about 10 posts above: and here the very same setup now: Average land size is much better Top Quote |
GunChleoc |
Posted at: 2017-05-13, 09:13
Ah, fixing the old "not enough wood problem" that I keep running into as a human player. Nice! Busy indexing nil values Top Quote |
PkK |
Posted at: 2017-05-13, 18:59
That looks quite good. Unfortunately, I can do any testing for the next few weeks. But I definitely intend to look into it later (in particular with performance in trading outpost starting condition). Philipp Top Quote |
WorldSavior |
Posted at: 2017-05-13, 19:18
I could recommend you the empire, but the not-enough-marble-problem might be harder to handle Wanted to save the world, then I got widetracked Top Quote |
Tibor Topic Opener |
Posted at: 2017-05-13, 21:52
No worry, we have plenty of time Top Quote |