On 20.04.2013 14:20, Michael Vehrs wrote:
> On 17.04.2013 12:21, Michael T. Pope wrote:
>    
>> On Sun, 14 Apr 2013 04:15:09 PM Michael Vehrs wrote:
>>
>>      
>>> I have committed a preliminary solution. There will be room for
>>> improvement, I expect.
>>>
>>>        
>> Alas so.  The AI performance regressed so something is/was still off.
>> I tried something a bit more incremental in git.df63b36, which works better
>> and does not break any tests.  Feel free to revert of course, especially as
>> that patch crossed itself with some serialization cleanup.  AFAICT moving the
>> fixups to Game is not enough, they still have to happen somewhere in the
>> readers, but I have not understood why.
>>
>> Cheers,
>> Mike Pope
>>
>>      
> I don't see how that can work. Maybe moving the compatibility code to
> Colony might help.
>
>
> Regards
>
> Michael
>    

Ah, no, stupid idea. The problem remains the same. As long as we are 
reading the colony center tile, which includes the colony, which 
includes the work locations, some of the surrounding tiles will not yet 
have been initialized. Therefore, their tile type is unknown and 
therefore a default production type can not be determined.

I don't see why the AI needs to know anything about production types 
before the game has been fully initialized. After it has been 
initialized, all work locations with units in them, as well as all 
colony center tiles should have their production type set. I suspect the 
AI regressions are due to other changes, or due to a reliance on 
assumptions that are no longer true.

What exactly is going wrong?


Regards

Michael



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