[Freeciv-Dev] [bug #22040] AI creates too many triremes

2014-08-02 Thread Jacob Nevins
Follow-up Comment #7, bug #22040 (project freeciv):

This has a release target of 2.4.3, which approaches. Does someone have an
idea to fix this?

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[Freeciv-Dev] [bug #22040] AI creates too many triremes

2014-05-22 Thread Marko Lindqvist
Update of bug #22040 (project freeciv):

  Status:  Ready For Test = Confirmed  

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Follow-up Comment #6:

Passanger lost -patch now handled in patch #4711, this ticket is for the
general problem.

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[Freeciv-Dev] [bug #22040] AI creates too many triremes

2014-05-19 Thread Marko Lindqvist
Follow-up Comment #5, bug #22040 (project freeciv):

There actually was handling of passenger death in unit_free -callback.
Attached version of the patch removes it. So now the patch moves the check
from unit_free to unit_lost, since latter gets called for any reason control
to unit is lost, former only when unit is completely removed from the game.

(file #20772, file #20773)
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Additional Item Attachment:

File name: PassengerDeath-2.patch Size:4 KB
File name: PassengerDeath-S2_4-2.patchSize:2 KB


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[Freeciv-Dev] [bug #22040] AI creates too many triremes

2014-05-18 Thread Marko Lindqvist
Follow-up Comment #3, bug #22040 (project freeciv):

Looked at the attachment screenshot, and there's sails (like I have
experienced), *not* triremes as original submission claimed.

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[Freeciv-Dev] [bug #22040] AI creates too many triremes

2014-05-18 Thread Marko Lindqvist
Update of bug #22040 (project freeciv):

  Status:None = Ready For Test 
 Planned Release: = 2.4.3, 2.5.0, 2.6.0

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Follow-up Comment #4:

Untested patch to address one problem I noticed - death of potential passenger
does not free the ferry but leaves it forever allocated.


(file #20767, file #20768)
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Additional Item Attachment:

File name: PassengerDeath.patch   Size:4 KB
File name: PassengerDeath-S2_4.patch  Size:1 KB


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[Freeciv-Dev] [bug #22040] AI creates too many triremes

2014-05-15 Thread Zakri Kneebone
Follow-up Comment #2, bug #22040 (project freeciv):

When forming an alliance with an AI, I have noticed so many triremes to create
temporary bridges. Game asks permission to transfer between triremes from a
worker agent. My workers sometimes travel 20 squares across AI triremes to
arrive at a nearby continent. It's very much like ants in a tree. Very similar
as described by the Ant worker AI used by telecoms for load balancing
hardware (Traveling Salesmen Problem, etc).

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[Freeciv-Dev] [bug #22040] AI creates too many triremes

2014-05-14 Thread Andreas Rosdal
URL:
  http://gna.org/bugs/?22040

 Summary: AI creates too many triremes
 Project: Freeciv
Submitted by: andreasr
Submitted on: Wed 14 May 2014 08:31:17 PM UTC
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

I've seen many games recently where the AI creates way too many triremes,
which it moves around aimlessly on the map. See the screenshot. On the
screenshot there are probably around 30 triremes. This is from the latest
Freeciv C server SVN trunk revision, running on Freeciv-web. I think it's some
kind of bug in the AI code related to transports and boats.

I don't have a savegame of this at the moment, but I've seen it in quite a few
games recently and it should be possible to reproduce.



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File Attachments:


---
Date: Wed 14 May 2014 08:31:17 PM UTC  Name: lots-of-boats.png  Size: 662kB  
By: andreasr

http://gna.org/bugs/download.php?file_id=20738

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[Freeciv-Dev] [bug #22040] AI creates too many triremes

2014-05-14 Thread Marko Lindqvist
Follow-up Comment #1, bug #22040 (project freeciv):

I wonder if this is a new bug or the ages old one that I've usually seen only
later in the game - AI has been too busy to build unneeded triremes but I've
seen some 500 Sails collected to small area of the sea.
I've been hoping that the recentish fixes to ferry stats updates would have
helped, but it sounds like the problem is worse than ever.

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