Code review comment for lp:~widelands-dev/widelands/seafaring-ai

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GunChleoc (gunchleoc) wrote :

I have done some testing now. I ran into 2 issues:

1. Fellowships: The space is too tight for the AI to manoeuvre the ships. Pathfinding is always tricky though, so I don't think we need to fix it in this branch.

2. Together We're Strong: By the time the AI had build enough military buildings, the port space had already been covered with trees/roads. I think the only good way to solve this would be to let the AI cheat and know where all the port spaces are beforehand. So if an economy has no port yet, building anything else on port spaces (including roads) is blocked. If it is blocked by trees, build a lumberjack nearby.

I have also started working on removing all those iterators (they irk me), but this is something for a separate branch.

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