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Northern Rebirth - Infested Caves, Undead side 8 behaves very brainless (which affects the difficulty of the scenario) #3073

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Konrad22 opened this issue May 10, 2018 · 6 comments
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Bug Issues involving unexpected behavior. Campaign (any) Deprecated tag, replaced with separate tags for each mainline campaign

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@Konrad22
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Konrad22 commented May 10, 2018

This undead side with 500 gold decided to go to a keep with one castle hex attached to it. And it apparently doesn't want to leave. It's stuck there with over 300 gold and it's income almost equals the amount of gold it can spend per turn. (It's not even chosing to take the keep with four castle hexes attached next to it.)
NR-Infested Caves-Auto-Save6.gz

EDIT: The bat at the beginning that is side 9 is now using the color of side 5. Why?

@mattsc
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mattsc commented May 10, 2018

I looked into what's happening here and it's kind of funny. The side leader starts on hex 23,4 (see the screenshot below) and on turn 1 grabs one of the southern villages. On turn 2, he moves south to the keep on 23,11 and then is stuck there (the default AI doesn't really analyze which castle is best, and it does not switch castles on its own; the experimental AI does, but that includes a bunch of other changes that would alter the balance of the scenario). So I think it is save to say that this is not intended and counts as a bug.

I have this fixed locally by keeping the leader on his keep for the first two turns. That way, his skeletons will have grabbed the villages and he doesn't do that, but it is still possible to lure him off the keep later.

If there are no objections, I'll commit that later.

Don't know about the bat, but the color for this side is set specifically to black in this commit:
0771fdd#diff-59e6276c7405c448a887effae8630934R189
So you'd have to ask @Vultraz.

screen shot 2018-05-10 at 13 28 06

@Konrad22
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Would it maybe be possible to cap his movement speed at 3 or 4 for the first two turns? That way he can still grab a village (23,7) in the 1st turn and he will have only the original keep as choice in the 2nd turn.

@mattsc
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mattsc commented May 10, 2018

It's possible, but would having one village more for one turn make any difference? And it's all under shroud anyway, so nobody would be surprised by the slightly unusual behavior. I can do that though, it's just as easy as taking the moves away entirely.

@Konrad22
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Konrad22 commented May 10, 2018

It probably wouldn't make any difference, but I'd prefer it that way, because it fixes the issue without making the ai behave 'artifically'. xD
It's a solution that simulates normal behavior and I think that's something good. :)

@mattsc
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mattsc commented May 10, 2018

It's still "artificial", just not as much. ;-) What should really be done is to design the map so that this is not possible in the first place, but I am not going to touch that, esp. in Northern Rebirth. Anyways, I've already changed it to limit moves to 4 on the first two turns.

@Vultraz
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Vultraz commented May 10, 2018

Couldn't we just use the proper AI :|

@irydacea irydacea added Bug Issues involving unexpected behavior. Campaign (any) Deprecated tag, replaced with separate tags for each mainline campaign labels May 11, 2018
mattsc added a commit to mattsc/wesnoth that referenced this issue May 11, 2018
If he ends up on the tiny keep in the south, he can only recruit one
unit per turn, which affects the intended balance of the scenario.
Fixes wesnoth#3073
@mattsc mattsc closed this as completed in 9b9aa13 May 11, 2018
sevu added a commit that referenced this issue May 14, 2018
* castle of the southwestern leader has been moved down a bit
* fixup for  gate event and troll die event not properly working
* give dwarves more gold if they are in trouble, increased income of trolls
* added micro AIs, currently not working as expected
* other minor map edits
* removed patch 9b9aa13 for #3073, the village had been moved down one hex
  for visual reasons

[ci skip]
sevu added a commit that referenced this issue May 14, 2018
* castle of the southwestern leader has been moved down a bit
* fixup for  gate event and troll die event not properly working
* give dwarves more gold if they are in trouble, increased income of trolls
* added micro AIs, currently not working as expected
* other minor map edits
* removed patch 9b9aa13 for #3073, the village had been moved down one hex
  for visual reasons

[ci skip]
jostephd pushed a commit to jostephd/wesnoth that referenced this issue Oct 6, 2018
If he ends up on the tiny keep in the south, he can only recruit one
unit per turn, which affects the intended balance of the scenario.
Fixes wesnoth#3073
jostephd pushed a commit to jostephd/wesnoth that referenced this issue Oct 6, 2018
* castle of the southwestern leader has been moved down a bit
* fixup for  gate event and troll die event not properly working
* give dwarves more gold if they are in trouble, increased income of trolls
* added micro AIs, currently not working as expected
* other minor map edits
* removed patch 9b9aa13 for wesnoth#3073, the village had been moved down one hex
  for visual reasons

[ci skip]
jostephd pushed a commit to jostephd/wesnoth that referenced this issue Oct 7, 2018
If he ends up on the tiny keep in the south, he can only recruit one
unit per turn, which affects the intended balance of the scenario.
Fixes wesnoth#3073

(cherry-picked from commit 9b9aa13)
jostephd pushed a commit to jostephd/wesnoth that referenced this issue Oct 7, 2018
* castle of the southwestern leader has been moved down a bit
* fixup for  gate event and troll die event not properly working
* give dwarves more gold if they are in trouble, increased income of trolls
* added micro AIs, currently not working as expected
* other minor map edits
* removed patch 9b9aa13 for wesnoth#3073, the village had been moved down one hex
  for visual reasons

[ci skip]

(cherry-picked from commit fd9fc26)
jostephd pushed a commit to jostephd/wesnoth that referenced this issue Oct 18, 2018
If he ends up on the tiny keep in the south, he can only recruit one
unit per turn, which affects the intended balance of the scenario.
Fixes wesnoth#3073

(cherry picked from commit 42bcf04)
jostephd pushed a commit to jostephd/wesnoth that referenced this issue Oct 18, 2018
If he ends up on the tiny keep in the south, he can only recruit one
unit per turn, which affects the intended balance of the scenario.
Fixes wesnoth#3073

(cherry picked from commit 42bcf04)
jostephd pushed a commit to jostephd/wesnoth that referenced this issue Oct 27, 2018
If he ends up on the tiny keep in the south, he can only recruit one
unit per turn, which affects the intended balance of the scenario.
Fixes wesnoth#3073

(cherry picked from commit 42bcf04)
jostephd pushed a commit to jostephd/wesnoth that referenced this issue Oct 27, 2018
If he ends up on the tiny keep in the south, he can only recruit one
unit per turn, which affects the intended balance of the scenario.
Fixes wesnoth#3073

(cherry picked from commit 42bcf04)
jostephd pushed a commit to jostephd/wesnoth that referenced this issue Oct 28, 2018
If he ends up on the tiny keep in the south, he can only recruit one
unit per turn, which affects the intended balance of the scenario.
Fixes wesnoth#3073

(cherry picked from commit 42bcf04)
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