Newly spawned peasants lose their sense of "home"
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Stratagus |
Fix Released
|
Undecided
|
cybermind |
Bug Description
rev 8542
Test Map: 128x128 (attached as Archive.zip):
Using land_attack.lua logic:
Initial peasant builds hall where he stands, and farms in close proximity. Also gathers resources in close proximity to hall.
land_attack then asks for more peasants with: AiSet(AiWorker(), 4)
newly spawned peasants cross entire map to build barracks, and gather resources from great distances.
This impairs the AI player's ability "ramp-up" quickly and have a strong "home base".
I have also observed these spawned peasants lose their ability to re-enter their home hall and spend the remainder of the game wandering around resources in hand.
NOTE: If land_attack.lua is modified slightly to omit: AiSet(AiWorker(), 4), the initial peasant builds barracks within close proximity to hall, but as soon as AiSet(AiWorker(), x) is called, those newly spawned peasants lose their sense of "home" and begin to wander great distances for resources and to build.
Please contact me with any additional questions.
Related branches
Changed in stratagus: | |
assignee: | nobody → Joris Dauphin (joris-dauphin) |
status: | New → Confirmed |
assignee: | Joris Dauphin (joris-dauphin) → cybermind (iddqd-mail) |
Changed in stratagus: | |
status: | Fix Committed → Fix Released |
milestone: | none → 2.3 |
it's because of my new addition of depot rearrangement system, where workers go to another depot if the current one is too far from resources. Will fix it soon