AI (Empire) Deadlock with Fortified Village

Bug #1638260 reported by Tino
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Won't Fix
Undecided
Unassigned

Bug Description

Steps to reproduce:
Start a multiplayer game with one or more AI playing as Empire with the starting condition Fortified village.

Because the Sawmill is already built, it starts producing planks at once to meet the plank target of 40.
The AI does try to build Sentries first and then Lumberjacks.

Most of the time no Lumberjack's Huts get finished because all logs are already gone into the Sawmill or to the Sentry building sites.

Tags: ai

Related branches

GunChleoc (gunchleoc)
Changed in widelands:
milestone: none → build20-rc1
tags: added: ai
Changed in widelands:
status: New → Confirmed
Revision history for this message
GunChleoc (gunchleoc) wrote :

In the merge req

Changed in widelands:
milestone: build20-rc1 → build21-rc1
Revision history for this message
GunChleoc (gunchleoc) wrote :

In the merge request, we discussed that giving the AI a few more logs in Fortified Village mode should do the trick.

Do we already have an "is_ai" function available for Lua? We should have an easy function for that when we revise the starting condition.

Revision history for this message
kaputtnik (franku) wrote :

Just tried to reproduce this bug on map Three Frontiers with three AI players: After 6-7 Minutes (Gametime) all three empire settlements had two working Lumberjacks.

Instead giving more logs i would suggest to generally reduce the target amount of planks for the empire tribe. Having a target amount of 20 (instead of 40) is enough in my opinion. At least as long there is no shipyard. But i have to admit that i have never played fortified village...

Revision history for this message
hessenfarmer (stephan-lutz) wrote :

I tried a fortified village setting with empire on crossing the horizon yesterday and it had lumberjacks ready so it got not deadlocked.

So I believe this is overtaken by events as the AI works now somewhat different. The basic economy concept ensures the lumberjacks are prioritized. But lowering the planks setting would be a good idea independent of this bug

Revision history for this message
GunChleoc (gunchleoc) wrote :
Changed in widelands:
status: Confirmed → Won't Fix
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