[7237][7261] AI is too eager to raze newly conquered buildings

Bug #1395521 reported by DragonAtma
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Medium
TiborB

Bug Description

In recent versions (it's been confirmed in dailies 7237 and 7261) if the AI conquers a military building, it tries to connect it by road. If it can't, it will raze the building, sending the units that conquered it on a random walk -- even if they're far enough from the frontline that they'll die from the random walk before they reach a friendly economy.

My suggestion is that it limits the razing to buildings close to one of their economies and, if feasible, to first create a new road as close to the border as possible.

More info on the problem is here: https://wl.widelands.org/forum/topic/1583/?page=1#post-11635

Tags: ai

Related branches

Revision history for this message
TiborB (tiborb95) wrote :

I will look at it after seafaring-ai is merged because I do not want two branches modifying the same portions of code.

Changed in widelands:
importance: Undecided → Medium
assignee: nobody → TiborB (tiborb95)
TiborB (tiborb95)
Changed in widelands:
status: New → In Progress
Revision history for this message
TiborB (tiborb95) wrote :

You can test ai-enhancements branch. I completely reworked politics about dismantling buildings that are not connected to a (economy with) warehouse

Revision history for this message
TiborB (tiborb95) wrote :

fixed in rev 7414

Changed in widelands:
status: In Progress → Fix Committed
Changed in widelands:
milestone: none → build19-rc1
GunChleoc (gunchleoc)
Changed in widelands:
status: Fix Committed → Fix Released
Revision history for this message
GunChleoc (gunchleoc) wrote :

Fixed in build19-rc1.

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