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This repository has been archived by the owner on Apr 17, 2022. It is now read-only.
https://github.com/haoNoQ/warzone2100/commit/b9b38ca85a8d361cccbb78b07c3c2bfd867aed68
This patch addresses the following bug that affects both 3.1 and master: AI sometimes starts building a module but then abandons it and goes building something else. I didn't really understand why does the bug occur, but this patch seems to fix the most critical part of the problem: when starting in, for example, T3 no bases setting the AI leaves a generator half-upgraded and then gets stuck with no power.
https://github.com/haoNoQ/warzone2100/commit/c2ec6140aa419b7c59ed467b789fd237c8873a50
This patch further fixes Nexus and Semperfi to not get stuck with no power by disabling certain procedures unless it starts having income. This, together with the previous patch, is a critical fix to make AIs work at all in T3 no bases mode on master (for instance, the AI will no longer spend $450 on a research project when it didn't build a power generator yet) and probably necessary on 3.1 (didn't test; the only difference is starting conditions, i think). In fact, even in T1 no bases mode several cases of AI getting stuck with no power were observed on master (in rare events when he somehow sends both original trucks to build derricks).
https://github.com/haoNoQ/warzone2100/commit/1235e2798149948a487bca9db0ed9d287e05fe8a
Since we are digging into wzscript again anyway, i propose this little fix for the most annoying issue of the original AI: never attacking you with cyborgs (only with supercyborgs on the very late game phase). The defensive function of cyborgs is still preserved. Patching Semperfi only, because we want Nexus to be close to the original AI.
Issue migrated from trac:3837 at 2022-04-16 10:45:42 -0700
The text was updated successfully, but these errors were encountered:
resolution_fixed
type_patch (an actual patch, not a request for one)
| by NoQFollowing a talk in http://forums.wz2100.net/viewtopic.php?f=42&t=10010&p=114804#p114793 , i propose several patches to our wzscript AIs (Nexus and Semperfi).
https://github.com/haoNoQ/warzone2100/commit/b9b38ca85a8d361cccbb78b07c3c2bfd867aed68
This patch addresses the following bug that affects both 3.1 and master: AI sometimes starts building a module but then abandons it and goes building something else. I didn't really understand why does the bug occur, but this patch seems to fix the most critical part of the problem: when starting in, for example, T3 no bases setting the AI leaves a generator half-upgraded and then gets stuck with no power.
https://github.com/haoNoQ/warzone2100/commit/c2ec6140aa419b7c59ed467b789fd237c8873a50
This patch further fixes Nexus and Semperfi to not get stuck with no power by disabling certain procedures unless it starts having income. This, together with the previous patch, is a critical fix to make AIs work at all in T3 no bases mode on master (for instance, the AI will no longer spend $450 on a research project when it didn't build a power generator yet) and probably necessary on 3.1 (didn't test; the only difference is starting conditions, i think). In fact, even in T1 no bases mode several cases of AI getting stuck with no power were observed on master (in rare events when he somehow sends both original trucks to build derricks).
https://github.com/haoNoQ/warzone2100/commit/1235e2798149948a487bca9db0ed9d287e05fe8a
Since we are digging into wzscript again anyway, i propose this little fix for the most annoying issue of the original AI: never attacking you with cyborgs (only with supercyborgs on the very late game phase). The defensive function of cyborgs is still preserved. Patching Semperfi only, because we want Nexus to be close to the original AI.
Issue migrated from trac:3837 at 2022-04-16 10:45:42 -0700
The text was updated successfully, but these errors were encountered: