SoF - A Bargain is Struck

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monochromatic
Posts: 1549
Joined: June 18th, 2009, 1:45 am

SoF - A Bargain is Struck

Post by monochromatic »

Mac OS 10.6.3, Wesnoth 1.8.4. Just start the campaign (Scepter of Fire) to reproduce. (Normal in my case).

Basically, Haldric's forces recruited a keep of Swordsmen/Longbowmen, moved one lone swordsman on the next turn to get villages, and then didn't move at all, with the exception of the village-grabbing swordsman. Got wiped on the first go since the humans didn't do anything.

Didn't look at the WML yet, but it seems that Haldric's AI is set to be very (maybe too) cautious. Anyhow, is this behavior intended?
Anonymissimus
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Posts: 2461
Joined: August 15th, 2008, 8:46 pm
Location: Germany

Re: SoF - A Bargain is Struck

Post by Anonymissimus »

certainly not intended
The wml hasn't changed since 1.8.0. I'd file a bug report.

Hm, well maybe it's intended but I remember the behavior of the allies to be a lot more aggressive and the given ai settings shouldn't cause such a behavior. They attack when enemies get in their range, so maybe move the caravans to the north at first ?
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml startersPlan Your Advancements: mp mod
The Earth's Gut: sp campaignSettlers of Wesnoth: mp scenarioWesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
monochromatic
Posts: 1549
Joined: June 18th, 2009, 1:45 am

Re: SoF - A Bargain is Struck

Post by monochromatic »

The elves are much faster, the caravans only have 4mp. I'll file a bug report.

EDIT: So I worked with it, and changed some bits in my strategy. Around turn 5 when the elves began to attack the human castle (the caravans were way in the back), the humans sprang into motion.
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Crab
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Posts: 200
Joined: March 18th, 2009, 9:42 pm

Re: SoF - A Bargain is Struck

Post by Crab »

Thanks for reporting.

Fixed both in trunk and in 1.8.
There was an engine bug (old-style AI config [protect_unit] tag was not converted to new syntax correctly if it was in old [ai] block that was conditioned either by turns= or time_of_day= )
Fixing that was not enough - the AI in the scenario was not targeting elves when they were in the AIs 'area-to-be-avoided' (AI discards target markers if they end up on locations that the AI is told to avoid), and they was not targeting them during first 4 turns'. I've changed the scenario AI a bit - it should work even without the engine fixes - http://svn.gna.org/viewcvs/wesnoth/bran ... &view=auto

(not the best solution, things can still be improved if we forbid side 2 ai to move near forests)
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