[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches
Update of bug #22567 (project freeciv): Assigned to:None = pepeto ___ 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. ___ Reply to this item at: http://gna.org/bugs/?22567 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches
Update of bug #22567 (project freeciv): Depends on: = patch #5231 ___ Reply to this item at: http://gna.org/bugs/?22567 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches
Update of bug #22567 (project freeciv): Depends on: = patch #5201 ___ Reply to this item at: http://gna.org/bugs/?22567 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches
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. ___ Reply to this item at: http://gna.org/bugs/?22567 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches
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) ___ Additional Item Attachment: File name: TEST-T0800-Y02375-auto.sav.bz2 Size:87 KB File name: TEST.serv Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?22567 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches
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) ___ Reply to this item at: http://gna.org/bugs/?22567 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches
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. ___ Reply to this item at: http://gna.org/bugs/?22567 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches
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. ___ Reply to this item at: http://gna.org/bugs/?22567 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches
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. ___ Reply to this item at: http://gna.org/bugs/?22567 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev