Page 1 of 1
AI don't make bridges IMPLEMENTED
Posted: Tue Dec 16, 2014 9:17 pm
by ollie444
I have never seen the AI use any bridges at all, preferring use of loads of transports instead. Even two TCs separated just by a tile of water isn't enough.
Is this supposed to be like it is?
Re: AI don't make bridges
Posted: Tue Dec 16, 2014 10:11 pm
by ejm29
I've noticed the exact same thing. Either one transport as a bridge across a small 1 tile water piece" or lot's of transports. Never a bridge. Very strange

Re: AI don't make bridges
Posted: Tue Dec 16, 2014 10:33 pm
by COOLguy
Daniel told me AI doesn't make bridges... something to consider when making maps.

Re: AI don't make bridges
Posted: Tue Dec 16, 2014 10:34 pm
by balint
It is Ok.
sometimes even I don't know wjere to build them

Re: AI don't make bridges
Posted: Tue Dec 16, 2014 10:37 pm
by COOLguy
heehee! Transports (w/ wagons) FTW!!!
Re: AI don't make bridges
Posted: Wed Dec 17, 2014 4:55 pm
by ollie444
Ah yes, filling a 3-spaced transport with 3 full wagons, only to find it gets shot down by a catapult... Better luck next time.
Re: AI don't make bridges
Posted: Wed Dec 17, 2014 5:23 pm
by COOLguy
Use normal transports. They're faster.

Re: AI don't make bridges
Posted: Fri Dec 19, 2014 9:22 am
by Dgkfadomo777
Put three wagons in a great transport with each wagon having three battering rams which have two spartans
Re: AI don't make bridges
Posted: Fri Dec 19, 2014 2:34 pm
by COOLguy
And
KABOOOOOM! they get blown up by a catapult/destroyer/warships.
Ouch

Re: AI don't make bridges
Posted: Fri Jan 02, 2015 7:55 am
by Stratego (dev)
yes AI can not build bridges, this is because i could not find a good way of implementing it/a good approach to know where should be a bridge.
really: where should be built a bridge?

Re: AI don't make bridges
Posted: Fri Jan 02, 2015 6:33 pm
by patroid
Hi
I am back now

.
What about marking Tiles on maps that are good to make bridges??
(It will be good for camlaigns or some random maps to make a onetile bridge in
One /2/3 turns instead if using rare turns for transport...)
Its only good on a few maps so i think not so hard work...
Patroid
Re: AI don't make bridges
Posted: Wed Jan 21, 2015 10:19 am
by ollie444
Another solution:
A - AI finds fastest path over ground from tc 1 to tc 2
B - AI find fastest path over ground + water from tc 1 to tc 2
If B > 3*A, or if A is non-existent,
Build bridge over B, priority dependent on A:B ratio
For improved AI;
Count water tiles in B
Put this into equation too (if there is one water tile, it should be more important than if there are 10 water tiles, which would take way too many turns to be worth it).
Are there any situations where it'd be bad?
This is my simplest solution
Re: AI don't make bridges
Posted: Wed Jan 21, 2015 10:21 am
by ollie444
Or instead of tc 2, somehow getting the tile of where the AI wants to go next... I dunno if that's possible
Re: AI don't make bridges
Posted: Wed Jan 21, 2015 5:19 pm
by COOLguy
Priorities of objectives not always necessarily a tc. But they need to balance cost of bridge to if there's a land bridge.
You have good problem solving.
Re: AI don't make bridges
Posted: Wed Jan 21, 2015 6:24 pm
by ollie444
COOLguy wrote:You have good problem solving.
Aw, thanks!
Re: AI don't make bridges IMPLEMENTED
Posted: Sat Mar 12, 2022 2:00 pm
by Stratego (dev)
it is in recently.