On Sat, 07 Jun 2014 10:23:17 -0600 William Astle <l...@l-w.ca> wrote: > I had one case the other day where the REF seemed to be unable to > actually land its troops. Its ships were standing beside the landing > point and the game delayed like it was doing something, but nothing > happened.
I saw something like this on Friday, testing with your game from BR#2699. The problem there was that the REF navy was trying to get to a particular (now inaccessible) drop-off tile before offloading. Not quite the same thing. > I haven't filed a bug report because I couldn't actually duplicate it > and I have since misplaced the log file from that game. I loaded the > same game from just before declaring independence and I couldn't get it > to happen again. Hopefully the code improved:-). However I remain unconvinced that this is fully understood and/or fixed. > The reloaded game proceeded normally and the REF almost > kicked my butt. I did manage to beat it but it was a bit of a challenge. That is very gratifying. Was that before or after the colonial army muster was fixed? And did the intervention force turn up? If you really want to stress test the REF, the targeting choice/s should now be logged accurately (level FINE), so you can find out where they are going and interfere with that. One known problem is that AI naval units now avoid hostile Fort and Fortresses, which is an improvement, but the algorithm is too cautious as it does not distinguish moves that merely pass by hostile fortifications from ones that leave the unit in danger at the end of the turn. Alas, paths whose cost varies dynamically with position within a unit move lead to instabilities in the map searching code:-P. Cheers, Mike Pope
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