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IDProjectCategoryLast Update
0000846AI War 1 / ClassicSuggestion - AI Behavior And TacticsJan 3, 2011 11:45 am
ReporterKDR_11k Assigned ToChris_McElligottPark  
Status closedResolutionno change required 
Summary0000846: Train master AI shouldn't be selected when trains are disabled
DescriptionSince the unity engine made trains a separate AI plot that's disabled by default shouldn't the Train Master be taken from the list of random AIs unless that plot got enabled?
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Lancefighter

Oct 23, 2010 2:00 pm

reporter   ~0001987

thats the whole PURPOSE of the train ai, to have trains.

If you dont want trains, there is a primitive way of removing it - goto your /aiwar/runtimedata directory, and read disabledaitypes.txt

Chris_McElligottPark

Oct 23, 2010 2:13 pm

administrator   ~0001988

Yep, that enables the trains plot when you put the train master on. As Lancefighter notes, you can take train masters out if you like.

KDR_11k

Oct 23, 2010 2:37 pm

reporter   ~0001995

Well, in my current game the randomizer gave me a train master but he has no trains because the plot isn't enabled.

Chris_McElligottPark

Oct 23, 2010 2:40 pm

administrator   ~0001996

Are you sure? Can you check the galaxy stats tab? It should have automatically enabled the plot.

keith.lamothe

Oct 23, 2010 2:41 pm

administrator   ~0001997

If I recall, it does the auto-enable check before the randoms are resolved, and thus it would lead to a train master without trains.

Am I to understand that the desired behavior is that randoms may lead to the enabling of that plot?

Chris_McElligottPark

Oct 23, 2010 2:43 pm

administrator   ~0001998

I think so, yes. Otherwise you wind up with a crippled train master. As we have more plots that AI players might be tied to, we might see this sort of thing more. The recourse for someone who NEVER wants trains or train masters is to disable the train master.

keith.lamothe

Oct 23, 2010 2:50 pm

administrator   ~0001999

Ok, I just shifted the check code to be during the resolve-random-ai-types step, right after that's done; it also has to call ResetUnitTypes on the affected AI players.

Chris_McElligottPark

Oct 23, 2010 2:59 pm

administrator   ~0002001

Great -- thanks!

Issue History

Date Modified Username Field Change
Oct 23, 2010 1:57 pm KDR_11k New Issue
Oct 23, 2010 2:00 pm Lancefighter Note Added: 0001987
Oct 23, 2010 2:13 pm Chris_McElligottPark Note Added: 0001988
Oct 23, 2010 2:13 pm Chris_McElligottPark Status new => resolved
Oct 23, 2010 2:13 pm Chris_McElligottPark Resolution open => no change required
Oct 23, 2010 2:13 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Oct 23, 2010 2:37 pm KDR_11k Note Added: 0001995
Oct 23, 2010 2:40 pm Chris_McElligottPark Note Added: 0001996
Oct 23, 2010 2:41 pm keith.lamothe Note Added: 0001997
Oct 23, 2010 2:43 pm Chris_McElligottPark Note Added: 0001998
Oct 23, 2010 2:50 pm keith.lamothe Note Added: 0001999
Oct 23, 2010 2:59 pm Chris_McElligottPark Note Added: 0002001
Jan 3, 2011 11:45 am Chris_McElligottPark Status resolved => closed