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

 

We have handfull of seafaring-ready maps. So reworking them should not be too lot of work.But mainly we needs new ones.

Your suggestion is viable. But this is still not 100% quarantee of a success. Trees can grow there, or roads can be built there (AI does not control exact layout of roads, it uses underlying algorithm)

Let other say what seem the best solution.

Maybe both solutions are to be used - cheating via blocking all port fields, and setting a 'standard' that one headquarters needs multiple ports nearby.
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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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