atlantean AI has no wells

Bug #1499678 reported by king of nowhere
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Medium
TiborB

Bug Description

I noticed that at times the AI won't make any well with atlanteans. Even after many hours of game, with a fully developed economy, and with plenty of space. There is just no reason it should not make wells, yet it does. See violet AI in saved game. Although the fact that it does have plenty of horses on the roads make me think it did have wells, and it dismantled them later. which makes even less sense.

I also noticed that atlantean AI is generally reluctant to make wells, starting to make them only relatively late.

build is 7525

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Revision history for this message
king of nowhere (lainluigi86) wrote :

sorry, forgot the attachment. here it is

tags: added: atlanteans computerplayer savegame
Revision history for this message
TiborB (tiborb95) wrote :

this has been reworked in ai_persistent_data but I will look at this issue once more

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

I tried the new AI branch, and the other AIs wiped the Atlanteans off the map. This didn't happen wit the same game settings in trunk. I am uploading both replays.

Revision history for this message
king of nowhere (lainluigi86) wrote :

I am inclined to believe this to be because the ai has improved a lot compared to trunk, not because the atlantean ai has grown any worse. in fact, even the atlantean ai is better than it used to be. i remember with the old ai, even with no enemy contact and a very good land, it would take over five hours before it started to increase its power.

Revision history for this message
GunChleoc (gunchleoc) wrote :

I have managed to fake a replay preload packet for the important replay. The first invasion into Atlantean territory is around 3 hours, so it's not as bad as I thought.

I'll try to make time to look over the code this weekend.

Revision history for this message
TiborB (tiborb95) wrote :

thanks GunChleoc, just dont be scared of the complexity of the changes :)

Revision history for this message
TiborB (tiborb95) wrote :

fixed in 7567. Building of new buildings were reworked completely, this includes wells.

Changed in widelands:
status: Confirmed → Fix Committed
Changed in widelands:
milestone: none → build19-rc1
GunChleoc (gunchleoc)
tags: added: ai
removed: computerplayer
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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