Non-amphibious Transports Confuse AI
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@rogercooper Ah I see, the property is actually on the land units being transported. Do you have a save game showing the AI's poor behavior so I can use it to test?
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@rogercooper This should now be fixed in the latest pre-release: https://github.com/triplea-game/triplea/pull/2513
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@redrum You're amazing.
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@rogercooper 0_1508619275324_mid.tsvg I am still seeing odd behavior. For example in this saved game the British have built large force in Britain but no transports.
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@rogercooper Dover is connected to Belgium by land (probably incorrectly):
<connection t1="Dover" t2="Belgium" />So the UK AI has no reason to build transports

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@redrum I will fix the scenario.
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@rogercooper Wasn't that a scenario where they put the land connection in for something to do with bombing runs or air movement between Britain and Mainland Europe? I seem to remember years ago hearing something about a MOD where they had included a connection for some reason to do with aircraft movement.
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@hepps If it was intentional then I think some indicator on the map that they are connected would need added. Being able to move land units without transports across the channel just seems wrong though.
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@redrum I'm not 100% sure.... I just remember a something from the old forum where someone had done a MOD and they included a connection for air only.
I think it was because they wanted air to be able to move in some way between them without doing any changes to the map.
I could be wrong or it could have been a totally different map. Just something in the post sparked a few of my remaining memory cells.
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@hepps The area-movement WW2 game Blitz had an air-only connection across the English channel. I don't see how you could even do that in TripleA.
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