[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-14 Thread pepeto
Update of bug #22567 (project freeciv):

 Assigned to:None = pepeto 

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Follow-up Comment #30:

I have found another cause of this bug: See comment 6
http://gna.org/patch/?5201#comment6 for patch #5201.

 It makes more sense to me that the counter changes from 0 to 1
 when the unit actually needs one extra turn to arrive, not when
 the unit is going to run out of move points.

I raised patch #5231 for handling that.


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[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-14 Thread pepeto
Update of bug #22567 (project freeciv):

  Depends on: = patch #5231


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[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-14 Thread pepeto
Update of bug #22567 (project freeciv):

  Depends on: = patch #5201


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[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-12 Thread pepeto
Follow-up Comment #23, bug #22567 (project freeciv):

 Old pathfinding code used to consider effects of veterancy and
 bonuses (including tile and player specific requirements) to
 the attacker speed. New code just assigns unit type's base
 move_rate.

This is not right. Old pathfinding code for reverse map was ignoring movements
effects. I forgot it in the first implementation. This was one of the higest
reason I did patch #4970.

I forgot however to change the cost adjustment line in
pf_reverse_map_get_costs():

if (cost  param-utype-move_rate) {
  cost = param-utype-move_rate;
}


Another change in patch #4970 is the use of utype-unknown_move_cost when the
map is not known.


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[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-12 Thread pepeto
Follow-up Comment #24, bug #22567 (project freeciv):

 Umh, what else there was in patch #4970 and patch #4971 to
 explain this? Or do you think it's dormant issue that pf
 changes activate?

 I don't know. I have posted the reverse map (new version) at
 patch #5201. If it really fixes the symptoms, I would say I
 have done a mistake testing without patch #4970 and patch #4971
 (forgot to compile?). 

I have rebuilt an autogame with reverted patch #4970 and patch #4971.
Attaching autosave at turn 800 shows that barbarians nearly invaded all the
world.


(file #22159, file #22160)
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Additional Item Attachment:

File name: TEST-T0800-Y02375-auto.sav.bz2 Size:87 KB
File name: TEST.serv  Size:0 KB


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[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-12 Thread Marko Lindqvist
Follow-up Comment #25, bug #22567 (project freeciv):

 I have rebuilt an autogame with reverted patch #4970 and
 patch #4971. Attaching autosave at turn 800 shows that
 barbarians nearly invaded all the world.

There's several problems in AI vs barbarians equation, but reverting those
patches makes AI to at least to attempt defending. I recommend testing as
global observer to autogame with timeout 10-20 to see how AI does not get
defenders even when barbarian unit is standing next to the city to conquer.
Low 'onsetbarbs' helps.

I've been using my own rulesets, which is almost identical to variant2
(available via modpack installer).
I'll create an autogame to demonstrate this unless you can make one yourself
sooner.

As for my last night comments about patch #4970, I probably read the patch the
wrong direction (reading the reverting patch - what I thought was removed,
was actually added)

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[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-12 Thread pepeto
Follow-up Comment #26, bug #22567 (project freeciv):

I have observed:
* The AI doesn't make units for attacking other players (with or without
reverting) ;
* The AI doesn't make units for defense (with or without reverting) ;
* The AI sometimes (but not always) defend against barbarians with reverting
the patches, but doesn't defend at all without.

Also noticed that patch #5201 doesn't help.


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[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-12 Thread pepeto
Follow-up Comment #27, bug #22567 (project freeciv):

Tested with revision 25715 shows the AI to build units for attacking and for
defending. So the cause is probably something in revision(s)  25715.


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[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-08 Thread Brandon J. Van Every
Follow-up Comment #21, bug #22567 (project freeciv):

Civ4 had Jaguar units as the Aztec special unit.  It was a warrior that moved
2 spaces instead of 1.  Solving the problem by making specific units might be
a better approach as far as getting an AI to understand it.  Allowing all
units to move faster seems rather overpowered.  There's some precedent in
SMAC, where if you achieved Elite experience you got bonus movement.  Typical
Spartan strategy was to massively train units so that they would be Elite. 
Such units are extremely powerful.  I don't think having an option to just
flip a switch to get that kind of benefit is a good game design at all. 
There should be some kind of significant cost or delay to get that kind of
capability.  Otherwise what you'll have is a goofy game where the Tribal
faction always wins.

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