bugGlobulation 2 - Bugs: bug #13248, AI gets overrun by growth (from...

 
 

bug #13248: AI gets overrun by growth (from wood and wheat)

Submitted by:  None
Submitted on:  Tue 31 May 2005 08:53:10 PM UTC  
 
Severity: 1 - WishStatus: Confirmed
Assigned to: Stephane Magnenat <nct>Open/Closed: Closed
Release: NoneOperating System: None

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Sat 15 Apr 2006 07:59:31 PM UTC, comment #3:

Nicowar (made by GeniXPro) is a lot better handling this problem now. And I suspect any new AI's GeniXPro will make (I believe he has announce one in the making) will have the same or nearly the same code when it comes to keeping builings from getting trapped by resources.

As for Castor and Numbi, if Nuage or Nct have some free time to quickly add some code for clearing flags, great. But their busy doing the unit to building allocation rewrite so they could be busy for a while to come.

And while I'm leaving the confirmed status on it, I'm marking this wish closed because futher AI's should handle these thigns better. If you have any problems with Nicowar, then post a new bug report :D

Kieran <k776>
Project Administrator
Mon 02 Jan 2006 02:01:53 AM UTC, comment #2:

No, the best solution for me, is limit the groght by building walls (trees or corn don't pass trougt it)

Anonymous
Sat 26 Nov 2005 06:56:38 PM UTC, comment #1:

Ultimately, overgrowth is a feature of the game, albeit one that current AIs handle poorly. AIs in future should handle this better, but that will only come as part of a more general rewrite of the AI code.

Andrew Sayers <andrew_sayers>
Tue 31 May 2005 08:53:10 PM UTC, original submission:

Depending on the map, if you play a game long enough, the AI buildings eventually get overrun by wood and/or wheat growth.

Notes:
I have not actually tested to make 100% sure that this is actually what happens. (I would have to watch the AI players to make sure that this is what is happening to them.) Anyways, I thought I might bring it up, since I don't want the AI to die off because of this.

Solution?:
If it hasn't been done already, perhaps something could be added so that the AI will keep their buildings from being overcome by growth. One of two effective solutions might be:
1) Surrounding AI buildings with a clearing flag.
Advantages: This will only use up AI workers when stuff gets in the way.
Disadvantages: It may use up too much of the AI's worker time and clear more stuff than necessary.
2) A custom clearing method for the AI. Perhaps a central location for the colony could be defined (to keep clear), then for each additional building that the AI constructs, it should be required that a clear path to one of the 4 sides of that building be kept to the central location. This solution should be given high priority to the workers.
Advantages: less waste than the clearing flag method
Disadvantes: more programming effort as well as possible other details that may need to be worked out.

Anonymous

 

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Follow 4 latest changes.

Date Changed By Updated Field Previous Value => Replaced By
Sat 15 Apr 2006 07:59:31 PM UTCk776Assigned toNone=>nct
  Open/ClosedOpen=>Closed
Sat 26 Nov 2005 06:56:38 PM UTCandrew_sayersSeverity3 - Normal=>1 - Wish
  StatusNone=>Confirmed

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