[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-14 Thread pepeto
Follow-up Comment #31, bug #22567 (project freeciv): > I raised patch #5231 for handling that. Forgot to mention that this replace "assess_danger_unit.patch". ___ Reply to this item at: ___

[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-14 Thread pepeto
Update of bug #22567 (project freeciv): Depends on: => patch #5201 ___ Reply to this item at: ___ Message post

[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-14 Thread pepeto
Update of bug #22567 (project freeciv): Depends on: => patch #5231 ___ Reply to this item at: ___ Message post

[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-14 Thread pepeto
Update of bug #22567 (project freeciv): Assigned to:None => pepeto ___ Follow-up Comment #30: I have found another cause of this bug: See comment 6 for

[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-13 Thread David Fernandez
Follow-up Comment #29, bug #22567 (project freeciv): I have opened a new ticket bug #22621 for the issue specific to civ2civ3 ruleset. >But if the unit can exactly reach the tile spending all its moves left, then the turn counter is increased by 1. I do not know about the AI, but as human player,

[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-13 Thread pepeto
Update of bug #22567 (project freeciv): Status:None => Ready For Test ___ Follow-up Comment #28: I have found the probable biggest cause of the bug. pf_position::turn for pf_reverse_map is now

[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-12 Thread pepeto
Follow-up Comment #27, bug #22567 (project freeciv): Tested with revision 25715 shows the AI to build units for attacking and for defending. So the cause is probably something in revision(s) > 25715. ___ Reply to this item at:

[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-12 Thread pepeto
Follow-up Comment #26, bug #22567 (project freeciv): I have observed: * The AI doesn't make units for attacking other players (with or without reverting) ; * The AI doesn't make units for defense (with or without reverting) ; * The AI sometimes (but not always) defend against barbarians with rever

[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-12 Thread Marko Lindqvist
Follow-up Comment #25, bug #22567 (project freeciv): > I have rebuilt an autogame with reverted patch #4970 and > patch #4971. Attaching autosave at turn 800 shows that > barbarians nearly invaded all the world. There's several problems in AI vs barbarians equation, but reverting those patches ma

[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-12 Thread pepeto
Follow-up Comment #24, bug #22567 (project freeciv): >> Umh, what else there was in patch #4970 and patch #4971 to >> explain this? Or do you think it's dormant issue that pf >> changes activate? > > I don't know. I have posted the reverse map (new version) at > patch #5201. If it really fixes the

[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-12 Thread pepeto
Follow-up Comment #23, bug #22567 (project freeciv): > Old pathfinding code used to consider effects of veterancy and > bonuses (including tile and player specific requirements) to > the attacker speed. New code just assigns unit type's base > move_rate. This is not right. Old pathfinding code fo

[Freeciv-Dev] [bug #22567] AI does not build/buy defenders as enemy approaches

2014-09-08 Thread Brandon J. Van Every
Follow-up Comment #21, bug #22567 (project freeciv): Civ4 had Jaguar units as the Aztec special unit. It was a warrior that moved 2 spaces instead of 1. Solving the problem by making specific units might be a better approach as far as getting an AI to understand it. Allowing all units to move f