docks when low at gold

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Re: docks when low at gold

Postby SnotlinG » Sun Nov 11, 2012 7:49 pm

Found and fixed a bug with NAP. Was a problem with high gameIDs...

Thanks for reporting it :-)
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Re: docks when low at gold

Postby Negern » Sun Nov 11, 2012 7:53 pm

Then I will attack him now! :D

Then it's good night. Have a good time guys.
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Re: docks when low at gold

Postby SnotlinG » Sun Nov 11, 2012 7:57 pm

Im afraid he attacked first during my testing :D
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Re: docks when low at gold

Postby LPhillips » Mon Nov 12, 2012 10:09 pm

SnotlinG wrote:Checked your game, and the problem seems to be that the AI is producing other units than Elementals there.
If you ban all other unittypes from the lava cities it should work better...

I found in the past that the AI likes to plunder good/useful units in cities it captures, and replace them with crap. It also often likes to stockpile large masses of powerful units even though there is only 1 enemy on the map and other AI may be attacking that enemy full-force. Should the AI be adjusted to not produce gads of weak units and such from an Elemental city?
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Re: docks when low at gold

Postby LPhillips » Mon Nov 12, 2012 10:14 pm

piranha wrote:The ambush display bug is fixed in ver0.9.

This is the one that confused me so much back on my old king-of-the-hill AI map. I believe the Ambush isn't included in calculations of possible battle outcomes (establishing the 10% margins etc.). KGB once told me that was the case. Anyway, it displays the outcome of the battle according to the dice before including Ambush. I just want to clarify to be sure it has been correctly identified and fixed.

Example: 1 Orc attacks 1 Heavy Infantry, Heavy Infantry has (not correct numbers) 67% chance of victory. Orc wins by Ambush roll, battle outcome shows 67% anyway (Heavy Infantry won by normal dice, lost by Ambush roll). Should of course show 33% outcome.
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