Play against a random AI strength (defensive, aggressive, normal)

Bug #771379 reported by raymond
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Wishlist
Shevonar

Bug Description

Like the feature request https://bugs.launchpad.net/widelands/+bug/722757
it is possible to select a random AI strength?

Related branches

David Allwicher (aber)
Changed in widelands:
importance: Undecided → Wishlist
Revision history for this message
Venatrix (elisabeth) wrote :

At the moment there are just different strategies that the AI can use. The problem is, before making a difference in its strength, there has to be a better one.

Shevonar (shevonar)
Changed in widelands:
assignee: nobody → Shevonar (shevonar)
status: New → Confirmed
Shevonar (shevonar)
Changed in widelands:
status: Confirmed → In Progress
Revision history for this message
Hans Joachim Desserud (hjd) wrote :

Merged in r5984.

Changed in widelands:
milestone: none → build17-rc1
status: In Progress → Fix Committed
Revision history for this message
Nasenbaer (nasenbaer) wrote :

I reopened the bug, as I just saw, that the "none ai" can be selected randomly as well - this is quite a problem, especially, if you want to play against a computer player on a normal "hidden" map and only at the end have to find out, that the computer did not build anything....

Changed in widelands:
status: Fix Committed → Confirmed
Revision history for this message
SirVer (sirver) wrote :

How about removing the None AI completely from the start-game menu? It is hardly useful except for campaign/scneario designers who will select it via scripting anyways.

Revision history for this message
Venatrix (elisabeth) wrote :

It can be useful when you want to play the hard core starting condition. The AI can’t cope with it at the moment, so let it start with it too, doesn’t make sense. On the other hand it can overrun you, if you let it start with another starting condition.

Revision history for this message
Shevonar (shevonar) wrote :

I will have a look at it tomorrow, and change the random AI option to not select the none AI. However, I'd agree with SirVer but that is another problem (the random AI could result in none AI even if it is not in the start game menu).

Shevonar (shevonar)
Changed in widelands:
status: Confirmed → In Progress
SirVer (sirver)
Changed in widelands:
status: In Progress → Fix Committed
Revision history for this message
SirVer (sirver) wrote :

Released in build17-rc1.

Changed in widelands:
status: Fix Committed → Fix Released
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