(CONFIRMED) Benny Hillesque Scouts

The Almighty dF

Pharaoh
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Mar 27, 2007
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I set my scout to automation and it just... ran back and forth around my base instead of exploring.

After awhile I got bored and decided to set it to Yakety Sax.

Anyone else find themselves playing as Benny Hill of the English Empire?
 
I get this too. Not only my own explores on automation, but also the AI's explores get stock in a loop running A <-> B. Even though there is plenty of places to go.
 
Speed doesn't seem to matter, and I haven't had it occur yet in a scenario.

Wow this is annoying though. Units either do the benny hillesque a-b run or they go to places in a zig-zag pattern.
 
Yep. That's what I've been getting. Did they somehow damage the AI when they were "improving" it?

Why am I having Fresh Prince of Bel Air flashbacks now.
 
Yep. That's what I've been getting. Did they somehow damage the AI when they were "improving" it?


ummm, yes. so far I am not a big fan of this so-called "improved" AI. I would like some of the beta testers around this community to explain how they didn't notice these problems. I've only played 1/4 of my first game and am seeing all sorts of little issues with worker automation, explorers, etc. And I am not even an expert on how the AI code works.
 
I tried that saved game a moment ago and it only looped 10 times before moving off in a... zig zag pattern towards the west.

So far units I've seen repeat this: Caravels, workers, warriors, scouts
 
I tried that saved game a moment ago and it only looped 10 times
well since that save is from 5 turns after I noticed the scout doing it he at least looped 15 turns without reason (there is a lot to be explored...) But I'd love to know what triggers this...
 
A save for the same problem but with a caravel...
-----------------------------------------------

Whoa this is a very serious bug.

I played around with ori's save a bit. I added a caravel and put it on explore. For about 90 turns it explored the same amount of coast that I could explore in less than 10 turns. What's more, it didn't even go for the circumnavigation despite the world map very almost connecting east-west. As far as I'm concerned this bug is so serious that I'd recommend never putting any unit on auto explore... until it's fixed.

As I said, the attached save has the caravel go back and forth for at least 90 turns! usually getting stuck in repeated move 3 north, move 3 south routines.

I have no idea how such a massive flaw made it through.

http://forums.civfanatics.com/uploads/80491/Caravel_back_and_forth.CivBeyondSwordSave
 
Actually it is worse - since the AI explorers seem to suffer from the same bug it takes them for ever to meet each other or pop the goodie huts. This effectively kills an AIs explorer once it decides to run in circles and the AI has to put another explorer out there...
 
Actually it is worse - since the AI explorers seem to suffer from the same bug it takes them for ever to meet each other or pop the goodie huts. This effectively kills an AIs explorer once it decides to run in circles and the AI has to put another explorer out there...

Yup. I just played on a Terra map and none of the other civs even managed to find the new world on their own, let alone colonize it. Now I understand why. This is close to a game-killer for me, because the Terra map and the race to colonize while not crippling your home development is one of my favorite game styles.
 
OK, so I've been noticing a few trends in this......feature..... I apologize that I have no saves, only anecdotal testimony :), but these are things that I have noticed over the course of several different games. [An extra apology for how confusing this has to be to read, especially observation #2. If you can't make heads or tails of it, let me know, and I'll Worldbuilder some diagrams for you.]

On to the trends!
1. Small Archipelago, Cylindrical World Wrap: If I move my ships a few tiles EAST or WEST of my explored area, then automate them, there is a good chance that they will bee-line for the other side of the globe, just like I want them to. If I move them just to the NORTH or SOUTH, they seem to get stuck almost every time. (Hehe, like my use of vague language?)


2. Auto-explore units seem to like distant unknows better than close ones. For instance, Let's say you have a peninsula jutting out northward from an island. Every time I have had a water unit on either side of the peninsula, and told each to auto-explore, the one on the left would go right and visa-versa.

Additionally, if a unit is moving back and forth, alternately facing a single unknown tile and the rest of the unexplored map, revealing the single tile seemed to clear up the confusion. Could it be that the units start too close to a square for the AI to prioritize it, move away towards something else, then (once they have gone a few squares) the AI re-prioritizes the initial, ignored tile, and moves back, causing a loop?


Has anyone else noticed the same things?
 
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