AI sometimes runs out of trunks with castle village
Bug #1226624 reported by
fk
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Fix Released
|
Medium
|
Unassigned |
Bug Description
If the AI fails to build the first woodcutter's house, then it continues with a weaving-mill and runs out of trunks for the second woodcutter's house.
Perhaps the players should have more trunks from the start, or the AI could first try to build three woodcutter's houses instead of one, but this is not yet fail safe. Otherwise there could be checks to see if a road can be build to a building site before deciding to build, or safety checks for the use of trunks.
In the replay in the attachment the blue player is unable to finish it's woodcutter's house.
The same problem occurred in another game with the atlanteans tribe, it is not specific for the empire.
Changed in widelands: | |
status: | Expired → Fix Committed |
milestone: | none → build19-rc1 |
Changed in widelands: | |
status: | Fix Committed → Fix Released |
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Thanks for reporting this issue.
I haven't looked at your save game specifically, but I guess the underlying problem here is that the AI is rather bad at dealing with limited resources. While easier said than done, it would be nice to see the AI better at planning and perhaps focusing more on setting up a basic "construction material" economy both at the start of the game and when it needs to recover. Ideally, it should even be able to deal with things like the Hardcore starting condition [1].
[1] https:/ /wl.widelands. org/forum/ topic/830/