Age of Tribes - Official Thread
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@ff03k64 Yeah, your save definitely shows poor AI but seems that the current pre-release doesn't have the same issues. There were a bunch of AI attacking neutrals improvements when I was doing a lot of testing on dragon wars which might have resolve the issues.
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Might it be because the AI is afraid of the animals? Does the AI understand the gaining an mammoth effect?
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@redrum All the latest pre-releases have trouble with World of War Heroes. The AI only wants to move/play with 3 of the 8 players on the map. As describes earlier, the AI does not want to move the single and only unit it owns. On top of that, the very latest pre-release locks up when the 8 players have had their 1 turn and the minor nations have their turn.
Would you mind looking at it? I think that it is maybe the same issue that bugs the AoT map. (I gave you a link to download WoWH in chat)
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@Frostion Alright. I'll try to take a look this afternoon.
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@Frostion I found the issue. The AI tries to have a land unit in any territory that was adjacent to an enemy territory that has enemy land units (try to prevent giving a free territory and prevent blitz). The logic to do that was missing a check to ensure enemy units actually had movement (essentially the AI thought the 0 move various neutral-ish units could attack it). It also didn't have a check to ignore using an infra unit to do the defending (so some of the players have a 'flag' unit which they were using to block these so they would move their hero). I'll push the changes to the pre-release later this evening but here is a save game showing round 1 after the fix: test.tsvg
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@redrum This is great news! I cant wait to test it out.
Btw, did you see/have issues with not being able to reach round 2? Did the pirates have trouble getting past their combat move phase? -
@Frostion I actually didn't test past round 1
I can try running it for a few rounds as well to check. -
@Frostion Yep, there was a bug introduced into the AI around territory effects causing a potentially infinite loop in certain situations. I tested a fix that now let's me get past round 1 and will include that in the pre-release update this evening.
FYI, some of the players colors like yellow and green are very hard to see territory ownership.
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@Frostion Here is the PR with the fixes: https://github.com/triplea-game/triplea/pull/5270. You should be able to test now with the latest pre-release.
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I seem to be having a problem with the sea ports in the Renaissance age. My understanding is that they are 10 production unit zones like any other space on the map. When I take an enemy port however I don't seem to get the income. Is anyone else seeing this?
Great work on this map by the way!
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@deanroy I am glad that you like the map

Actually, what you experience is the standard TribleA behaviour. When you capture, you only deny the enemy the income, you do not capture and get the income like a land territory.@all ... If I am wrong, please join in on this conversation

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@frostion Hello, I stole your age of tribes units and techs and put them on the alexander 350 world map, I hope you don't mind. I have not play tested to the futuristic age yet so not sure if it is glitch free. I had a hellova time doing it because I started at near novice level with the xml editor.
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@ted-self Hi, how are you? I was wondering how you made those wooly mammoths able to be captured? I am trying to do a war of the roses scenario and I have some royal units who need to be captured.
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