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. _______________________________________________ Mailing list: https://launchpad.net/~widelands-dev Post to : [email protected] Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp

