lp:~widelands-dev/widelands/AI-fixes
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hessenfarmer
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- Benedikt Straub: Approve
- hessenfarmer: Needs Resubmitting
- TiborB: Approve
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Diff: 411 lines (+73/-48)11 files modifieddata/ai/ai_input_1.wai (+1/-1)
data/ai/ai_input_2.wai (+1/-1)
data/ai/ai_input_3.wai (+1/-1)
data/ai/ai_input_4.wai (+1/-1)
data/tribes/buildings/productionsites/atlanteans/horsefarm/init.lua (+1/-1)
data/tribes/buildings/productionsites/barbarians/barracks/init.lua (+0/-1)
data/tribes/buildings/productionsites/barbarians/cattlefarm/init.lua (+1/-1)
data/tribes/buildings/productionsites/empire/donkeyfarm/init.lua (+1/-1)
data/tribes/wares/coal/init.lua (+4/-4)
src/ai/defaultai.cc (+62/-35)
src/ai/defaultai.h (+0/-1)
Related bugs
Bug #1794962: AI behaves abnormally when lumberjack´s house disabled | Undecided | Won't Fix | |
Bug #1827209: barbarian barracks in basic economy | Undecided | Won't Fix | |
Bug #1827223: AI does not expand to unguarded enemy land | Undecided | Won't Fix | |
Bug #1827279: AI stocklevel not taken into account for building neededness | Undecided | Won't Fix |
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- Stacked on:
- lp:widelands