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Thread: Game AI stuff (1.5)

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    Default Re: Game AI stuff (1.5)

    Quote Originally Posted by ReluctantSamurai View Post
    Some weird internal thing?
    Yes, I've noticed something like this before with armies moving to a target and getting stuck > 1 but < 2 turns away. Just a guess but I think there are two bits of path-finding code, long-distance and short-distance and the game switches from one to the other when an army is "in range." However my guess is the game was originally developed with higher base MP and the "in range" code has a glitch somehow related to that i.e. it somehow switches too soon.

    Quote Originally Posted by ReluctantSamurai View Post
    Does the same thing happen with a faction at war with another faction, rather than rebels?
    good question - vanilla factions only start at war with rebels and this bug only seems to apply to armies given orders to attack before they've moved and so by the time the factions get into wars with each other most of the starting armies have moved (apart from the ones that are already stuck). However it might happen in mods that start factions at war with each other?

    will have to try and test for this

    (though now i think of it scipii have no available rebel targets and begin a war in sicily soon after the start - will have to check to see what happens there)

    the only other way i could imagine this happening is if a newly spawned general was given a target (rebel or faction) before they moved out of a city.

    Quote Originally Posted by ReluctantSamurai View Post
    Seen that scenario played out repeatedly
    yes - a faction at the start may only have one or twp targets so if one is bugged their expansion is handicapped from the beginning.


    Quote Originally Posted by ReluctantSamurai View Post
    Sometimes, the solution isn't in a straight line...
    all's well that ends well

    #

    vanilla armies that start outside settlements (may have missed a few)

    julli (2)
    1) rebel target < 1 turn away
    2) watchtower

    brutii (2)
    1&2) no available land rebel target -> naval landing

    scipii (1)
    hmm?

    gauls (2)
    1) rebel target (stuck)
    2) watchtower

    britons (2)
    1) watchtower
    2) no available rebel target (moves to settlement)

    dacia (1)
    rebel target but > 2 turns away

    thrace (1)
    rebel target (stuck)

    numidia (1)
    rebel target > 2 turns away

    carthage (1)
    no land rebel target (on sicily)

    egypt (1)
    watchtower

    parthia (1)
    rebel target (stuck but only briefly as armenia takes target)

    armenia (1)
    watchtower

    pontus (1)
    rebel target > 2 turns away

    key thing is it's easy to fix - just move the army closer or farther away
    Last edited by nikolai1962; 01-30-2018 at 01:41.
    It's not a map.

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