Mon 04 Mar 2013 10:08:17 PM UTC, comment #10:
> I'll leave that to future tickets (and probably TRUNK only).
Raised bug #20587 for safe-keeping.
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Wed 20 Feb 2013 01:58:13 PM UTC, comment #9:
> I think this is due to is_square_threatened() calling
> is_ground_threat(). Given that nothing else uses this function,
> perhaps it should be changed to not care about the unit move
> type?
To make it work well, a bit more work is needed. It should not abort work when settler is not on the coast, but still the sea unit is within checked range, or when sea unit is not able to coastal bombardment...
I'll leave that to future tickets (and probably TRUNK only). This already fixed the biggest problem of pirates killing all the AI workers.
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Tue 19 Feb 2013 09:19:48 AM UTC, comment #8:
I had a go with this on S2_4, and while workers do now run away from land units unless accompanied by a bodyguard, workers on the coast are still oblivious to a battleship sat next to them.
I think this is due to is_square_threatened() calling is_ground_threat(). Given that nothing else uses this function, perhaps it should be changed to not care about the unit move type?
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Tue 19 Feb 2013 04:07:38 AM UTC, SVN revision 22375:
Autosettlers abort their current work, and seek for new one, when tile
becomes threatened.
Suggested by Anonymous
See gna patch #3384
(Browse SVN revision 22375) |
Tue 19 Feb 2013 04:07:31 AM UTC, SVN revision 22374:
Autosettlers abort their current work, and seek for new one, when tile
becomes threatened.
Suggested by Anonymous
See gna patch #3384
(Browse SVN revision 22374) |
Wed 13 Feb 2013 05:31:14 AM UTC, comment #5:
- S2_4 version.
This changes ai-module interface capability. I think this is ok, we have never claimed to freeze it for S2_4.
(file #17188)
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Wed 13 Feb 2013 05:16:29 AM UTC, comment #4:
This patch makes autosettlers not to evaluate dangerous tiles at all when finding work. Every turn there's check for human player's autosettlers if tile is now dangerous. If it is, current work is aborted, and new one searched for. For AI there's new AI callback called for every working autosettler every turn. Callback implemented for default AI does just the same as human player autosettlers - if tile has turned dangerous, current work is aborted.
(file #17187)
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Wed 13 Feb 2013 04:05:14 AM UTC, comment #3:
I'll see if I can implement something. Your implementation was in the common function used by all units - so even human controlled units were unable to do anything near enemy. Kind of bad if you cannot build fortresses near the borderline ;-)
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Tue 12 Feb 2013 07:14:16 AM UTC, comment #2:
Glad that you were able to reproduce the issue. How are we going to proceed ? The patch I proposed is outdated and not 'perfect' ..
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Mon 11 Feb 2013 04:01:51 PM UTC, comment #1:
I've not been active with this ticket as I thought that I need to investigate and test more that one cannot exploit it by moving military units, without even intention to risk them by actually attackign, around AI workers and thus making them to abort work only to start it from the beginning again and again.
Then I just witnessed autogame where AI workers working next to cities (i.e. one step from safety) kept working when pirates appeared to slaughter them - single AI lost 8 workers that way in 2 turns!
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Sun 08 Jul 2012 01:32:42 AM UTC, original submission:
This patch allows the autosettler to consider the current danger to its position while it is busy with an activity like irrigating, building roads, rails, mines etc. If the tile is under thread the autosettler will abort its current mission and withdraw.
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