It does a job though! :)

>Well, current logic was that if known portspace is found, the ship with 
>probability of 50% search for open sea and if found it sails this direction. 
>Otherwise it sail (keep on sailing) around the current land.

One of the points is that this procedure is also activated when a ship hits an 
island (on a memorised spot). The new logic rests on two points. 1. make a 
meaningful decision once on any found port-space, 2. if you hit any known 
island spot (port-space or other) then seek to leave for open sea again. This 
new behaviour targets speeding up of the search and this is barely required.

@Tibor You can aid the reformation by adding another call to 
"expedition_management()" in the case where both holds true: a) ship sails in 
modus "circle island", b) ship hits a spot which has been noted as "visited" 
before. I have no idea where the relevant logic is situated, and actually I 
would prefer if you could jump in here, in case you have an instant knowledge 
on how to do this mod. Perhaps you can create a branch or state the lines here.

A second point that can be more easily improved is the duration of the AI 
expedition phase. I found on larger maps this is somewhat too short. If we can 
make this value, which now probably is a constant, adaptive to the size of the 
map, this would make a shorthand advancement. Otherwise I would just double the 
value, which doesn't hurt anyone.






-- 
https://code.launchpad.net/~7010622-q/widelands/topple-seafaring-1/+merge/310436
Your team Widelands Developers is requested to review the proposed merge of 
lp:~7010622-q/widelands/topple-seafaring-1 into lp:widelands.

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