Bugs in World War I
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@victoryfirst has closed issues 14843, but his closing:
Changing PlaceNoAirCheck to Place wouldn't help as the fighter in the three modules with the problem are classified as air units. They will be eliminated by the engine in contested zones without PlaceNoAirCheck. In World War I 1914, the fighters are land units which means there is no need for PlaceNoAirCheck, but there air units cannot fly over waterMake no sense, as using "place" or "PlaceNoAirCheck" does not matter as long as the called delegate is still "NoAirCheckPlaceDelegate". In fact he uses a step name with "Place". And there was no mention of changing the "fighters".
@schulz I am sorry, I cannot make changes to a map I do not own. If you know how to change the xml, then you can make changes to your copy.Cheers...
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@wc_sumpton So if I understand correctly, you can use Place with NoAirCheckPlaceDelegate and this would solve the problem of the AI not purchasing anything and it would prevent fighters that cannot land from being killed by the engine in the placement phase?
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So if I understand correctly, you can use Place with NoAirCheckPlaceDelegate and this would solve the problem of the AI not purchasing anything and it would prevent fighters that cannot land from being killed by the engine in the placement phase?
The problem is not the delegate, NoAirCheckPlaceDelegate, but what the AI is coded for when doing purchasing, that being 'place' or 'endStep'. Because there is no 'place' the AI disregards the purchase.
<delegate name="place" javaClass="games.strategy.triplea.delegate.NoAirCheckPlaceDelegate" display="Place Units"/>
Works with
<step name="AustroHungariansPlace" delegate="place" player="AustroHungarians"/>
And fighters can stay 'isAir'.Cheers...
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@wc_sumpton I tried removing replacing all references to NoAir with the standard delegates and it did not resolve the issue.
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I tried removing replacing all references to NoAir with the standard delegates and it did not resolve the issue.
I do not understand what is meant by this. Is "NoAirCheckPlaceDelegate" still being called? Are you using "HardAI" or "FastAI" and how many AI players? How many rounds were tested.
There are times, especially with HardAI, where the AI will determine that defensive fodder units are unnecessary to purchase and that it's PUs would be better spent on more expensive attack units or factories.
Both Austro Hungarians and Russians can take up to 3 turns before they might purchase anything.This is the balance xml for you to review:
world_war_i_1914_balanced.zipCheers...
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@wc_sumpton I will try checking for longer. It seems strange to not build anything.
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It seems strange to not build anything.
I understand this. The first problem was that the AI player was not purchasing anything. Now the AI can purchase. Will the AI make a purchase, depends now on the AI logic.
Cheers...
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@wc_sumpton I tested this to the end of the game. No one builds anything.
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Without see more of the xml that is causing the problems, and more information on how the map was tested, which players are AI. Then there is not much more that I can say.
The issue is still open on GitHub.
Cheers...
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@wc_sumpton I tried all players as AI using the World War I Improved map.
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