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Rapporter et oversættelsesproblem






I'll give it a go and see if it helps, thanks!
If you want to see how broken it is now (apparently it was this way in AoK even) make a scenario and a test script to try counting them using various values. I gave up trying in the end, and instead rely on their arrows and up-get-threat-data to see what's attacking me.
Your farm issue sounds more like a scripting issue indeed, my AI no longer does it.
http://pastebin.com/tKcckvLp prehaps this might be insightful.
The only peculiarities I've seen has been my resource counter producing negative values for one pass, but I think that happened whenever it freed escrow which messes stuff up.
Only other time I can think about this is the mysterious case of the farm-sticking where the AI suddenly forgets how to build farms until they are all gone (but I added a rule to delete them with excess wood). Then again, I have never observed the default AI suffer from this so it's probably something I'm doing rather than an engine issue.
I haven't seen anything flat out fail to work correctly in that respect. The stuff I know that's messed up with the AI engine is...
- (up-remaining-boar-amount) is both == 0 and != 0 when there is no active lure.
- Using g:> and s:<= etc instead of normal comparison operators with non-up functions causes undefined behaviour. It seems to follow no pattern about whether it's true or false and randomly switches. Saying that, I haven't tried for a couple of patches and the default AI uses it so it might be worth giving it a go again.
- up-chat-data-to-self prints weird characters if you use "Some value: %d%" and the like.
I've seen people commenting on the fact that the AI can't detect certain things, but nobody's actually posted any specifics anywhere as far as I know.
Time to explore the avenue of having loads of lumber camps...
(I'm tempted to forget water maps for the moment, and may leave that bit out at least for a first version)
I'll have a little play around and see if I can find something less harmful to my poor little villagers' health. Thanks!
It's questionable whether I'll actually be ready to put anything on the workshop by then anyway...
Compared to the standard AI, Logbot should offer far better adaptive tendancies. Or at least, I hope so!
I'm definitely a lot further ahead than this version, but I'm not ready to release anything just yet!
I'm not sure whether it's possible to create an AI that would assist a human, as the AI tends to task anything you try to move away rather quickly. You'd probably have to fight over the game for control of your units at times, and you'd have no control over where it decided to build things, but aside from that you could create units and maybe direct them without too many problems.
If you want an AI that only builds houses and gathers, it's pretty straightforward. But it's difficult to determine how many villagers to task on each resource if you have no strategy in mind.
Slowly.