Strange AI behaviour making an "impossible" movement over a canal while landing a unit



  • Wasnt sure which category to use so posting it here. From player help:

    You can also post about trying to find help to fix a game you believe has problems, but if you decide to fix the map yourself, please start a thread in the Map Making section

    In my map, I have introduced canals between certain land territories and sea territories to prevent units being transported from sea to land there. This is on things like mountain territories that border the sea or when the physical terrain doesnt allow sea landing.

    This has been working perfectly fine for me but I have noticed an odd behaviour by the AI.
    I havent noticed it in other areas yet, but there are 2 territories that I see the AI repeatedly ignore movement restrictions and land a unit that it shouldnt be able to. When I attempt to try the same thing, it acts as I intended and doesnt work.
    Here are the screenshots of the situation.

    ai move.png
    The AI is able to directly move a unit onto the "Seradane" territory which is unintended as this territory has a canal with the adjacent sea territory that the boats are on.

    my move.png
    And here is my attempt at landing a unit in the territory, where it works as I intended. The closest territory that the unit can land is the bottom right territory which is as I've specified in the game xml.



  • Bump.

    Does anyone have an idea on why this occurs?



  • @Zaroph
    Well, i am less into Canals, although i did something about canals too, like subs allowed to sneak without having control and setting new ones, but the only thing that comes to my mind, which will rather a rough guess than anything else:
    Whats the properties of that unit which the AI used? Anything of interest?
    Seems there is no defending unit in that problem territory. Could it be something about rules ? (its only a dumb guess)
    <property name="Abandoned Territories May Be Taken Over Immediately" value="true" editable="true">

    Thats all for now what i can thought off, its really wierd that its only flawed for the AI.

    I hope someone will know it.



  • @TorpedoA

    Whats the properties of that unit which the AI used? Anything of interest?

    Theres nothing I can see that would cause it in its properties because if it did then I as a player should also be able to do it but its current unitAttachment is below:

    <attachment name="unitAttachment" attachTo="crusader" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
    <option name="transportCost" value="1" />
    <option name="movement" value="1" />
    <option name="attack" value="5" />
    <option name="defense" value="4" />
    <option name="targetsAA" value="$RetaliationTargeted$" />
    <option name="typeAA" value="retaliation" />
    <option name="offensiveAttackAA" value="0" />
    <option name="attackAA" value="3" />
    <option name="isAAforCombatOnly" value="true" />
    <option name="mayOverStackAA" value="false" />
    <option name="damageableAA" value="false" />
    <option name="maxAAattacks" value="1" />
    <option name="maxRoundsAA" value="1" />
    <option name="requiresUnits" value="scarlet_barrack"/>
    <option name="requiresUnits" value="crusade_outpost"/>
    <option name="requiresUnits" value="dungeonpro"/>
    </attachment>
    

    Ill also put the canalAttachment here but it seemingly works for me as a player so I dont think this is the issue as well.

    <attachment name="canalAttachmentSeradane - Overlook River" attachTo="Seradane" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory">
    <option name="canalName" value="air passage between Seradane and Overlook River"/>
    <option name="landTerritories" value="Stratholme"/>
    <option name="excludedUnits" value="$AntiAirTargeted$"/>
    </attachment>
    <attachment name="canalAttachmentSeradane - Overlook River" attachTo="Overlook River" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory">
    <option name="canalName" value="air passage between Seradane and Overlook River"/>
    <option name="landTerritories" value="Stratholme"/>
    <option name="excludedUnits" value="$AntiAirTargeted$"/>
    </attachment>
    

    Seems there is no defending unit in that problem territory. Could it be something about rules ? (its only a dumb guess)

    I cant say this with 100% confidence since I may have mistaken it for a different territory but Ive seen the AI do it on a territory that has defending units (specifically on the territory underneath it called "Skull Rock") so I dont think its related to that.

    <property name="Abandoned Territories May Be Taken Over Immediately" value="true" editable="true">

    I have both values set to false.

    Thats all for now what i can thought off, its really wierd that its only flawed for the AI.

    Yeah I think this is really weird that its something the AI can do but I cant even when I replicate the situation.


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