Merge lp:~ad-simplypeachy/widelands/ai-hints into lp:widelands
Proposed by
_aD
Status: | Merged |
---|---|
Merged at revision: | 6660 |
Proposed branch: | lp:~ad-simplypeachy/widelands/ai-hints |
Merge into: | lp:widelands |
Diff against target: |
71 lines (+6/-0) 6 files modified
tribes/atlanteans/shipyard/conf (+1/-0) tribes/atlanteans/toolsmithy/conf (+1/-0) tribes/barbarians/metalworks/conf (+1/-0) tribes/barbarians/shipyard/conf (+1/-0) tribes/empire/shipyard/conf (+1/-0) tribes/empire/toolsmithy/conf (+1/-0) |
To merge this branch: | bzr merge lp:~ad-simplypeachy/widelands/ai-hints |
Related bugs: |
Reviewer | Review Type | Date Requested | Status |
---|---|---|---|
Nicolai Hähnle | Needs Fixing | ||
Nasenbaer | Needs Information | ||
Review via email: mp+142038@code.launchpad.net |
Commit message
Improved AI hints for shipyard and toolsmithy/
Description of the change
The AI was building shipyards with no water in range and the toolsmithys/
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I am a bit split towards this change - I have not checked the effect of this patch, however the idea I had when implementing the "is_basic" feature was, to force the defaultAI to build some build resource producing buildings faster than al the others - so e.g. wood hardener, as blackwood is very important for building up other buildings.
Therefor I am almost against this fix - the right way imho would be to fix/improve the "decission function" of the defaultAI where it is decided what buildings should be build next.
Maybe the positive effect of this branch could be achieved with carlis AI fixes... but I haven't tested it, yet.