URL:
<http://gna.org/bugs/?13352>
Summary: Allied AI sides behave stupidly if a leader's
initial village capture moves him closer to his ally's keep than his own
Project: Battle for Wesnoth
Submitted by: dfranke
Submitted on: Wednesday 04/08/2009 at 00:17
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
Item Group: Artificial Intelligence
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: 1.6+svn
Operating System: Linux
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Details:
Suppose A and B are allied AI sides, and A moves before B. Suppose further
that there is a village V positioned on the line between the two leaders'
keeps, nearer to A than to B, but still within one move of B. Assuming
default AI settings, the following occurs:
Turn 1: A recruits and then captures a village. B recruits and then captures
village V.
Turn 2: A returns to his keep to continue recruiting. B does nothing.
Turn 2 through K, exclusive: A continues recruiting and B continues to do
nothing until A runs out of gold.
Turn K: A moves one hex aside. B takes A's keep and recruits from it.
Turn K+1 onward: B continues to recruit from A's keep. A remains stationary
one hex away from the keep, never recruiting no matter how much gold he
accrues.
The only thing that will break this pattern is if B is injured and moves to a
village in order to heal.
I've attached a map on which it is easy to reproduce this bug. Start a
multiplayer game, with all sides computer-controlled, and sides 1 and 2
allied. Most any combination of leaders and starting gold should work.
_______________________________________________________
File Attachments:
-------------------------------------------------------
Date: Wednesday 04/08/2009 at 00:17 Name: ai_bug.map Size: 4kB By:
dfranke
<http://gna.org/bugs/download.php?file_id=5590>
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