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Re: [Merge] lp:~widelands-dev/widelands/seafaring-ai into lp:widelands

 

@GunChleoc

Thanks for testing:)

1. In fact the ship algorithm (I mean not part of AI) sometimes incorectly reports islandcircumnavigated (signal), even though nothing were circumnavigated, only banks are too close. And AI is not able to find out the the signal is errorneous. When I tested seafaring AI I edited all such spots on my maps where ships got stucked - making passages wider.

2. Indeed AI "looks" only on owned spots. So it is not aware of port spots even close beyond border. My approach - few port spaces should be available for every headquarters. If probability of making use of portspace is 50 %, 3-4 portspaces (in reasobale spacing) would be enough.
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https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/seafaring-ai into lp:widelands.


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