On 20.04.2013 17:16, Michael T. Pope wrote:
> 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

After some minor difficulties with git, I have reverted my development 
branch to

b56c15c. Hopefully, I can figure out what I did wrong. However, I have no clear 
idea how to apply changes from that branch to master.


Regards

Michael




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