Author Topic: Bugs in the AI with additional resources  (Read 1130 times)

Omega

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Bugs in the AI with additional resources
« on: 29 August 2011, 16:56:55 »
Wouldn't it be better to improve how the AI works than to give the faction such a huge advantage? As well, I'm assuming that the issue is merely that the AI cannot produce food, a very common game stopper with mods. It would be very beneficial to improve the AI away from whatever causes this problem, rather than a hacky fix.
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tomreyn

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Re: Bugs in the AI with additional resources
« Reply #1 on: 29 August 2011, 18:49:55 »
While I agree with the approach Omega would like to watch being taken, to me, 100 extra food is not a "huge advantage", but a minor issue I can live with now that I know the reasoning.
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Omega

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Re: Bugs in the AI with additional resources
« Reply #2 on: 29 August 2011, 19:37:26 »
True, but the entire "AI cannot harvest a resource" bug is probably the biggest AI bug there is. It has broken numerous mods in the past, off the top of my head, older versions of Military and the Elves, and does so for all versions and forks of Glest. Would certainly be nice to do without the puzzling bug.
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tomreyn

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Re: Bugs in the AI with additional resources
« Reply #3 on: 29 August 2011, 20:15:43 »
That would seem to be off-topic here, though. Maybe worth a separate thread, since I've never heard about it (or do not understand which issue you are referring to).
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titi

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Re: Bugs in the AI with additional resources
« Reply #4 on: 29 August 2011, 22:34:59 »
I see absolute no problems with the way it is now! Egypt is fine as it is and i am shure I can kill you using tech :-D .
I want factions to be different, that is the fun part! If they would all be basically the same it would be boring.

ok some "hints" for the ai is something one should think about, but that doesn not the current setup of egypt which is fine!
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titi

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Re: Bugs in the AI with additional resources
« Reply #6 on: 29 August 2011, 23:34:29 »
yes all AI trouble, but

1. this has nothing to do with egypt starting with more food ( and by this going offtopic )
2. not all this is a bug or something we don't want. Often its just a modder who does not understand how things work...
and beside of this there are many different issues adressed in these posts.

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Omega

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Re: Bugs in the AI with additional resources
« Reply #7 on: 30 August 2011, 00:11:23 »
2. not all this is a bug or something we don't want. Often its just a modder who does not understand how things work...
and beside of this there are many different issues adressed in these posts.
Having been able to encounter it myself, I can assure you it's not the "modder not understanding how things work". The AI has severe difficulties when new resources are added or the ways to obtain are slightly different, since the AI was made purely for tech and magic, and very little updates have been made to it, so things that aren't near clones of magic and tech have issues, often. This is actually moderately severe because modders cannot change the resources much without breaking the AI. In one case, just adding a new resource, even harvested the "same" ways as existing resources, was enough to break the AI to the point of uselessness.

While it's true there's many different issues in the posts, since they range from semi-recent to years old, they at one point all come back to reference this same bug.

Also, split the topic, was going OT
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softcoder

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Re: Bugs in the AI with additional resources
« Reply #8 on: 30 August 2011, 04:08:42 »
This bug was fixed a while ago in MG, I am pretty sure it no longer applies to MG. I worked on this with RealtimeFreak ages ago, so if this is reproducible in the current version of MG i'd like to know.

Thanks

 

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