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OPEN  Bug report #132  -  McSkirmish - strategy's issues
Posted Aug 02, 2015 - updated Sep 23, 2016
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1
Votes
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Stucuk (stucuk) has been working on this issue since September 16, 2016 (13:54)
Issue details
  • Type of issue
    Bug report
  • Status
     
    Being worked on
  • Assigned to
     Stucuk
  • Progress
       
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     Sali
  • Owned by
     Stucuk
  • Estimated time
    Not estimated
  • Time spent
    No time spent
  • Category
    Game Engine
  • Resolution
    Not determined
  • Priority
    Not determined
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Targetted for
    icon_milestones.png Not determined
Issue description
McSkirmish >> Strategy Sometimes AI's plan stucks at first command - build a warehouse, so people are just collecting shipments and nothing else.

McSkirmish >> Strategy >> mcs_Build / mcs_Upgrade Macro does not check whether the building is in range of a depot or whether there is enough material for it's construction.

Surprisingly, check for technology availability works great (for example, the Laser extension is not being build until Laser technology is invented).

McSkirmish >> Strategy >> mcs_Build, b_behemoth Macro tries to build behemoth with engineers. It will start the construction, but it can't finish it.
Steps to reproduce this issue
...
    mcsids:=Replace(mcsids,pos,McSkirmish(0,[],[]));


    AddMcUnits(mcsids[pos],FilterAllUnits([[f_side,sides[pos]],[f_or,[f_type,unit_human],[f_type,unit_vehicle]]]));
    McSSetPosList(mcsids[pos],positions[pos]);


    McSSetStrategy(mcsids[pos],ZaklStrat(pos));


,,,

Export Function ZaklStrat(pos); var stratNat; begin

  if nations[pos] = nation_american then
    stratNat = usStrat(pos)
  else  if nations[pos] = nation_Arabian then
    stratNat = []//arStrat;
  else  if nations[pos] = nation_russian then
    stratNat = ruStrat(pos);


  result = StratNat;
end;

,,, function ruStrat(pos); begin
    result = McSConditionalStrategyFilter(
  [
    true, [mcs_build, b_warehouse, 1],
    true, [mcs_Build, b_lab, 1],
    true, [mcs_Build, b_oil_mine, 1],
    true,[mcs_Tech, tech_SibDet],
    true,[mcs_Tech, tech_Oileng],
// true, tech_ApeLang, 1,
    true,[mcs_Tech, tech_ApePsych, 1],
    true,[mcs_Build, b_oil_power, 1],
    true,[mcs_Build, b_armoury,1],
// true, b_workshop, 1,
    true, [mcs_Build, b_factory, 1],
    
    .
    .
    .


    true,[mcs_fort_upgrade, McSAddFortification(mcsids[pos],[b_turret], [ru_heavy_gun]),3],
    true,[mcs_fort_upgrade, McSAddFortification(mcsids[pos],[b_turret], [ru_Rocket]),5],


    true, [mcs_build, b_teleport,1],


    true, [mcs_tech, tech_behemoth],
    true, [mcs_Build, b_behemoth,1],
    ]
    )
    ;


end;


#4
Comment posted by
 Stucuk
Aug 05, 03:49
You would need to supply sample maps which can re-create the issue
#5
Comment posted by
 Sali
Aug 05, 07:40
Ok... here is my non-finished betta map. https://www.dropbox.com/s/mmgw5mmdegpt087/Deep%20Forest%20%C3%9F.rar?dl=0

-- Aug 5. 15 15:02 GMT +1 -- Updated Rar Pack File

#6
Comment posted by
 Sali
Sep 16, 13:41
First problem "Sometimes AI's plan stucks at first command" is fixed. Thanks Stu.
#9
Comment posted by
 Sali
Sep 23, 06:25
McSkirmish >> Strategy >> mcs_Build / mcs_Upgrade It solved the problem of not monitoring enough of materials. (Still can not watch range depot/ warehouse).