← Back to team overview

widelands-dev team mailing list archive

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

 

Hi everybody,

I just found a little bug while recognizing the AI didn't build any beekepers. The reason was that the beekeeper had no output defined. I fixed this and the AI did handle the beekeeper correctly. Currently I see only two weird things in the AI which are probably not directly related to frisians.

The handling of quarries especially in the early game is weird as the AI places a quarry where there is no stones at all this is similar in all tribes. I think the graniteproducer has a very high rating and this is not properly downrated on fields without beeing in the vicinity of stones. But that might be as well part of my AI values. I need to look in the code whether this is handled by the magic numbers.

The AI is upgraded a building if the worker has enough experience, but sometimes the upgraded worker is sent to another basic building instead of the upgraded one. I think Ai should check this infrequently and expel experienced workers from places where they are not needed if an upgraded worker place is empty. 

As the AI issues might be sorted out soon. I think we could give the frisians a first appearance in the game soon.

@ Nordfriese:
would you mind if I'd commit my small changes?
-- 
https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910
Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/frisians.


References