docks when low at gold

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Re: docks when low at gold

Postby Negern » Sat Nov 10, 2012 9:03 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...

Ok, tried that now, with the same effect. Will try again, and not finish the game (forgot about it...)

However:

33293:

AI does not pick up artifacts placed in it's home city + does not attack empty city of mine just next too it. Has stood there without defenders for some turns now.

33288: (not about the AI)

set good unit as sole prodcution = it should be the only possible production + defender? City, however, was normal, which led to the cities being empty, with no defenders or productions, just plain empty. Probably the same if city is set to poor or powerful.
Don't know if it's a problem or not. Just reports it in case.
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Re: docks when low at gold

Postby Negern » Sat Nov 10, 2012 9:09 pm

33294:

got so many bonuses from artifacts, that it doesn't fit in the screen.. :P

Haven't thought about this before, but when a starting position is blue and someone chooses blue as their color, shouldn't they start on blue too? Now, I notice I start on the place meant for the AI about 50% of the times.

33294 again:

AI has lots of pure elemental stacks (about ten), but never walks across lava to get to neutral cities. However, I was clumsy enough to leave a hole in the lava, through which some units have escaped... It ruins the whole experiment.
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Re: docks when low at gold

Postby Negern » Sat Nov 10, 2012 9:47 pm

Ok, after all these games vs the ai, the only thing I can say is:

when someone with, say 12% chance to win, attacks a unit with ambush and it gets ambushed, it says battle outcome 12%.

AI don't pick up artifacts.

Maps where 1:1, 2:2 or something else is the only option should choose player set up themselves. And if someone chooses yellow and one of the starting positions are yellow - shouldn't they start there? And if the color is not on the map, it should be random.

Games vs AI could have special functions (like "rewind" etc) and should not be counted in the stats. Players could easily try out new things vs the AI that way.

AI does walk over magma with the elementals, but only once a year.

AI does not react to NAP request + after sending request and wanting to cancel it, you have to send the request again. Only then is it possible to cancel it. And the game begins to bug when attacking after having canceled it this way. (look at 33297, single white elemental in the north vs the city to it's left) I believe it's possible to attack AI, send a request at end of turn, making it impossible for AI to attack. Then it's just to cancel to request next turn, attack and send request at end of turn.
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Re: docks when low at gold

Postby KGB » Sat Nov 10, 2012 10:52 pm

Negern,

Negern wrote:when someone with, say 12% chance to win, attacks a unit with ambush and it gets ambushed, it says battle outcome 12%.


Nothing unusual here. All this means is that there was a 12% chance to kill 1 unit (from ambush+combat). Regardless of whether you killed by ambush or regular combat the result is going to say 12%.

Negern wrote:AI don't pick up artifacts.


Well known and has been stated by SnotlinG before. The only items the AI gets are ones it finds in ruins which are automagically equipped.

Negern wrote:Maps where 1:1, 2:2 or something else is the only option should choose player set up themselves. And if someone chooses yellow and one of the starting positions are yellow - shouldn't they start there? And if the color is not on the map, it should be random.


That only happens in scenario mode (play yellow, get the yellow start spot). Otherwise you know exactly who starts where on the map. On non mirror maps this can make a difference and it definitely makes a difference in larger FFA games.

Negern wrote:Games vs AI could have special functions (like "rewind" etc) and should not be counted in the stats. Players could easily try out new things vs the AI that way.


Do AI only games get counted in the stats? I didn't think they did. I'm pretty sure they don't or at least the basic tutorial map game vs the AI doesn't. Now human player games with some AI sides do get counted but that seems OK because there are other human players.

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Re: docks when low at gold

Postby Negern » Sat Nov 10, 2012 11:17 pm

KGB wrote:Negern,

Negern wrote:when someone with, say 12% chance to win, attacks a unit with ambush and it gets ambushed, it says battle outcome 12%.


Nothing unusual here. All this means is that there was a 12% chance to kill 1 unit (from ambush+combat). Regardless of whether you killed by ambush or regular combat the result is going to say 12%.

It is. I have noticed this many times. When a single unit attacks one or more hostile units and gets ambushed, it always says %-outcome after the unit who died. Doesn't change game play or anything, but the blood pressure.

Anyhow, these hours were wasted. Could've found more bugs outside. And it's early winter in Sweden now...
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Re: docks when low at gold

Postby KGB » Sun Nov 11, 2012 1:06 am

Negern,

I am still not sure what you mean here. Lets say a Lt Infantry attacks a stack of 8 units with an Orc in front. The Orc ambushes the Lt Inf (8%) chance. Are you saying the battle outcome then says 8%?

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Re: docks when low at gold

Postby Negern » Sun Nov 11, 2012 1:24 am

KGB wrote:Negern,

I am still not sure what you mean here. Lets say a Lt Infantry attacks a stack of 8 units with an Orc in front. The Orc ambushes the Lt Inf (8%) chance. Are you saying the battle outcome then says 8%?

KGB

No no, it's the opposite. If the L I has 12% chance to win the entire battle, it will sometimes say 12% outcome if it gets ambushed. For no reason, it seems. And it's for sure because of the ambush. I have had some 1vs1 battles where it's 43 vs 57. 57 gets ambushed and dies and it still says: Battle outcome 57%
Encounter it once in a while. Can report next time.
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Re: docks when low at gold

Postby SnotlinG » Sun Nov 11, 2012 12:34 pm

Negern wrote:Ok, after all these games vs the ai, the only thing I can say is:
AI does walk over magma with the elementals, but only once a year.

I think the problem is the AI needs a certain stack-size to want to attack, so it takes him quite some time to get this stack-size with elementals only. If you play a long game or give him some elemental stacks from start (scenario-map) you should see him move more often over Lava.

Negern wrote:AI does not react to NAP request + after sending request and wanting to cancel it, you have to send the request again. Only then is it possible to cancel it. And the game begins to bug when attacking after having canceled it this way. (look at 33297, single white elemental in the north vs the city to it's left) I believe it's possible to attack AI, send a request at end of turn, making it impossible for AI to attack. Then it's just to cancel to request next turn, attack and send request at end of turn.

AI should automatically cancel all NAP request at the start of his turn. Have you seen it behave diffrently? Then its a bug, please let me know how to replicate :-) (or ongoing gamename where I can test it)
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Re: docks when low at gold

Postby piranha » Sun Nov 11, 2012 12:53 pm

The ambush display bug is fixed in ver0.9.
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Re: docks when low at gold

Postby Negern » Sun Nov 11, 2012 3:42 pm

SnotlinG wrote:AI should automatically cancel all NAP request at the start of his turn. Have you seen it behave diffrently? Then its a bug, please let me know how to replicate :-) (or ongoing gamename where I can test it)

33297

There is a white elemental in the north. Try to attack Narlin. Can't do. Have to change diplomatic status. Open diplomacy. Can't cancel. Have to send request again and then cancel. Try to attack Narlin again. Lag lag.
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