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An unintended side effect of hiding it, all sides with [side][ai]ai_algorithm=experimental_ai have effectively no AI unless started with -d.
I also think it doesn't need to be hidden. It has still the different recruiting where it differs from the standard AI, which is a big feature.
This bug was found by @knyghtmare playing a campaign on 1.15, the one I used to test the experimental_ai last year.
The text was updated successfully, but these errors were encountered:
sevu
added
Bug
Issues involving unexpected behavior.
AI
Issues with the AI engine, including micro AIs.
Blocker: Point
Issues that render components effectively unusable and must be fixed before the next point release.
labels
Jul 16, 2020
I'm not sure whether I agree that this is a bug and a blocker. If you set the AI algorithm to a "non-existing" AI, that's no surprise that it won't work.
Having said that, I do agree that having the ExpAI hidden does not make much sense given the current differences. Originally, the new default AI was supposed to be much closer to the ExpAI. I had planned to port the new recruiting algorithm also, and castle switching was removed from default again because it caused more problems than it helped.
Bottom line is: I'll wait a couple days just in case there are objections (I don't expect any) and then I'll make the ExpAI available again without debug mode.
This reverts 24af20c, which made it available in debug mode only, as there remain more differences to the new default AI than initially envisioned. This takes care of Issue #4997.
An unintended side effect of hiding it, all sides with
[side][ai]ai_algorithm=experimental_ai
have effectively no AI unless started with-d
.I also think it doesn't need to be hidden. It has still the different recruiting where it differs from the standard AI, which is a big feature.
This bug was found by @knyghtmare playing a campaign on 1.15, the one I used to test the experimental_ai last year.
The text was updated successfully, but these errors were encountered: