How does the ai handle multiple units with canrecruit=yes
Moderator: Forum Moderators
- Paulomat4
- Moderator Emeritus
- Posts: 730
- Joined: October 16th, 2012, 3:32 pm
- Location: Wesmere library, probably summoning Zhangor
How does the ai handle multiple units with canrecruit=yes
Does he treats them like a player would, means he would send each one to a different keep (provided he has enough of them) and recruit with both, or would he just use the leader who is set in the [side] tag to recruit, or use only one of these units with canrecruit=yes randomly as leader?
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
Re: How does the ai handle multiple units with canrecruit=ye
If an AI side has two leaders, it instantly crashes with no error messages at the beginning of its turn.
- Paulomat4
- Moderator Emeritus
- Posts: 730
- Joined: October 16th, 2012, 3:32 pm
- Location: Wesmere library, probably summoning Zhangor
Re: How does the ai handle multiple units with canrecruit=ye
okay, thanks, good to know
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
Re: How does the ai handle multiple units with canrecruit=ye
Uh, what? Under what circumstances and in which version? I have never seen that and I just tried in an MP game (both with 1.10.6 and 1.11.6) in which I spammed a second leader for the Side 2 AI before its first turn. Neither of them crashed.Dugi wrote:If an AI side has two leaders, it instantly crashes with no error messages at the beginning of its turn.
Now, having said that, until very recently the AI certainly did not handle multiple leaders very well in the way Paulomat4 suggests. flixx added better support for recruiting by multiple leaders as part of his GSoC project this summer. That is now in trunk and will be in 1.11.7. See some notes on multiple leaders on the wiki.
SP campaigns: Galuldur's First Journey (1.12 & 1.14) & Grnk the Mighty (1.10 & 1.12)
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
- Paulomat4
- Moderator Emeritus
- Posts: 730
- Joined: October 16th, 2012, 3:32 pm
- Location: Wesmere library, probably summoning Zhangor
Re: How does the ai handle multiple units with canrecruit=ye
I'm talking about bfw 1.11.6 during a campaign scenario. basically I have a meeting with the Ka'lian and as he consists of three leaders, I was wondering if it was needed for everyone of them to have an own side.
After looking at your link, it seems, that the ai works quite well with them. I'll need to try it out then
After looking at your link, it seems, that the ai works quite well with them. I'll need to try it out then
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
Re: How does the ai handle multiple units with canrecruit=ye
It will definitely work in 1.11.7. In 1.11.6, it depends on what exactly you want. If you have the different leaders on their keeps (and can keep them there, for example by keeping them from grabbing villages or attacking), they will all recruit. However, the AI only moves one of the leaders (chosen at random) onto a keep if they are not on -- and that might be one of the leaders who is already on a keep, so you cannot start with 2 leaders on keeps and one off, that (usually) will not work. Also, if the three keeps are part of the same castle, only one of them will recruit (I believe; didn't test that). Of course, that only matters if they have different recruit lists.Paulomat4 wrote:I'm talking about bfw 1.11.6 during a campaign scenario. basically I have a meeting with the Ka'lian and as he consists of three leaders, I was wondering if it was needed for everyone of them to have an own side.
After looking at your link, it seems, that the ai works quite well with them. I'll need to try it out then
And there shouldn't be a difference in behavior between a local MP game and a SP campaign scenario. I just tested it using the former because that was more convenient for me.
SP campaigns: Galuldur's First Journey (1.12 & 1.14) & Grnk the Mighty (1.10 & 1.12)
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
Re: How does the ai handle multiple units with canrecruit=ye
Happened on an older 1.10 (1.10.1 or maybe 1.10.2). It crashed repeatedly, moving the second leader to an extra side fixed the problem, so it wasn't just a random occurrence.mattsc wrote:Uh, what? Under what circumstances and in which version?
Re: How does the ai handle multiple units with canrecruit=ye
Hmm, interesting. Does that still happen with 1.10.7? If so, could you post a test case or instructions how to reproduce this? Even if multiple leaders are not well supported, at least they shouldn't crash things.Dugi wrote:Happened on an older 1.10 (1.10.1 or maybe 1.10.2). It crashed repeatedly, moving the second leader to an extra side fixed the problem, so it wasn't just a random occurrence.
SP campaigns: Galuldur's First Journey (1.12 & 1.14) & Grnk the Mighty (1.10 & 1.12)
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
Re: How does the ai handle multiple units with canrecruit=ye
Using BfW 1.10.x I created once a scenario with up to three leaders for each sides (side 1 too), and it did work fine for me.
I never had noticed any problems.
Though I never tested this scenario on an other BfW version than 1.10.x.
I never had noticed any problems.
Though I never tested this scenario on an other BfW version than 1.10.x.
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: How does the ai handle multiple units with canrecruit=ye
It has been officially supported for a while now. LoW uses the mechanic in single player.Dugi wrote:Happened on an older 1.10 (1.10.1 or maybe 1.10.2). It crashed repeatedly, moving the second leader to an extra side fixed the problem, so it wasn't just a random occurrence.mattsc wrote:Uh, what? Under what circumstances and in which version?
Re: How does the ai handle multiple units with canrecruit=ye
Strange, I tried it on wesnoth 1.10.2 and it worked fine.Dugi wrote:Happened on an older 1.10 (1.10.1 or maybe 1.10.2).
Maybe it was the mystery segfault bug, that keeps happening repeatedly in seemingly random occasions, in a reproducible way, but with no logical reason. I should have kept my campaign campaign when it had problems with this, but I was too focused on uploading a fix.
Re: How does the ai handle multiple units with canrecruit=ye
I did the same thing in version 1.10.7 in a multiplayer game, and the result was: the AI had 2 leaders, one stood there and did nothing except for capturing villages within move radius, while the other one did everything. not sure why..