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Oh, the "getTacticalAdvantage" change isn't related to this bug I don't think. But I still think it's a valid fix. |
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(0005014)
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Warmonger
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2014-10-11 19:51
(edited on: 2014-10-11 19:52) |
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I don't think these changes are corrected. For example, evaluate(GatherArmy) is normalized by 1000 to keep it withing resonable limits. It's arbitrary formula, but more or less works. With fuzzy logic all that matters are proportions.
Adding false assertions before executable code makes no sense, either.
Expected combat value is now calculated using center-of-mass formula, but I did it just for test. May be confusing and not needed, but still gives a bit different results if you think about it ;)
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I uploaded a new version of the patch. I was off by a factor of 100 with the expectedCombatValue() calculation. I was calculating percents and so was multiplying by 0.01 to normalize, but it appears that was not correct. That's fixed now.
Warmonger:
- Re evaluate(GatherArmy): This part of the patch is trying to get the AI to gather armies more, since he's not doing it enough. I found the problem was elsewhere, but kept that in since I still thought it was a bug. If you think it's not, you're probably right, remove that part of the patch before applying. My fix for the AI gathering armies added a new goal "DefendTown", among other changes. I'll be uploading it soon, but I'm going to play against the AI to test (this will be the most enjoyable testing I've done in a while :).
- Re false assertions: minGuards() and maxGuards() are broken and always returning 0 because it appears they're expecting JSON tags which do not exist to be in the mapObjects config. The functions need to be deleted, but I put assert(0) in there to make sure no one else was using them before I did that. |
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