On Sat, 20 Apr 2013 02:33:43 PM Michael Vehrs wrote: > I don't see why the AI needs to know anything about production types > before the game has been fully initialized.
I doubt it does. I think the AI failure is just the downstream symptom of something more fundamental breaking, but I ran out of time to find out why. I only got as far as convincing myself that while the production type would not be correctly set if the tile was not yet defined, it would at least not crash. > 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, Always possible I concede. Part of the reason for not pursuing this problem harder was that I was enmeshed in a different world of fail around serializing Game, which I only satisfactorily sorted out yesterday. However I did a direct comparison with the fixup-in-Game patch (b56c15c) either present or not present, so I am pretty confident the trouble was there. From b56c15c until df63b36, the AI would never found any colonies. > or due to a reliance on > assumptions that are no longer true. I think this is more likely. b56c15c introduced test suite failures. Cheers, Mike Pope
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