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tlongstretch
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freeserf-with-AI-plus
THIS PROJECT WAS MOVED TO 'Forkserf', GO THERE INSTEAD
https://github.com/forkserf/forkserf
GNU General Public License v3.0
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problem in transportation logic
#79
p1plp1
opened
2 years ago
2
mingw not working
#78
p1plp1
opened
2 years ago
0
Crashes, build problem and contribution
#77
athach
opened
2 years ago
2
AI logic - difficult to fix general issue with too-many-buildings-of-same-type due to nearest-inventory shifting
#76
tlongstretch
opened
3 years ago
1
Freeserf bug? - frequently serfs walk all the way around a body of water
#75
tlongstretch
opened
3 years ago
3
AI logic - remove_road_stubs should be changed to remove ANY stub roads
#74
tlongstretch
opened
3 years ago
0
AI logic - seeing new issue where Mill and Baker sometimes not built around farm
#73
tlongstretch
closed
3 years ago
1
AI & game logic - how to handle hordes of Lost serfs
#72
tlongstretch
opened
3 years ago
2
AI logic - limit the number of placed-but-not-yet-connected mines
#71
tlongstretch
closed
3 years ago
1
AI logic - saw an AI demo an iron mine as soon as it was completed
#70
tlongstretch
opened
3 years ago
0
AI logic - need housekeeping check to identify flags full of resources?
#69
tlongstretch
closed
3 years ago
2
AI logic - still seeing too many buildings of same type in a cluster
#68
tlongstretch
closed
3 years ago
1
AI overlay - add running log of placed & demolished buildings w/ MapPos
#67
tlongstretch
opened
3 years ago
0
AI logic - ideas to minimize road clogging
#66
tlongstretch
closed
3 years ago
1
AI overlay - add current inventory_pos to overlay info
#65
tlongstretch
opened
3 years ago
0
AI logic - array out of bounds issue as new Stock is completed?
#64
tlongstretch
closed
3 years ago
1
AI logic - rangers/foresters not being built around lumberjacks attached to Stocks/warehouses
#63
tlongstretch
opened
3 years ago
1
AI logic - expand_borders taking WAY too long, I think only after warehouses built
#62
tlongstretch
closed
3 years ago
3
AI logic - missing code to check if 2nd road is actually better than first one - or don't build 2nd
#61
tlongstretch
opened
3 years ago
0
mystery solved: why a Stock sometimes doesn't register as an Inventory
#60
tlongstretch
opened
3 years ago
0
AI logic - stop building knight huts when nearly out of knights
#59
tlongstretch
closed
3 years ago
1
idea for implementing alternate map search patterns than "spirally"
#58
tlongstretch
closed
3 years ago
1
AI logic - measures to stop accumulating resources don't work when straightline-closest-stock is not flag-closest stock
#57
tlongstretch
closed
3 years ago
1
Freeserf bug - clicking through menus triggers double-click-on-map
#56
tlongstretch
opened
3 years ago
0
Freeserf bug? - mine not receiving food despite being the highest food priority
#55
tlongstretch
opened
3 years ago
11
AI logic - way too many windmills after warehouse/stocks built
#54
tlongstretch
closed
3 years ago
1
investigate why flag->has_path sometimes returns true up-left into a building
#53
tlongstretch
opened
3 years ago
0
Freeserf bugs - fix root cause of transporter issues
#52
tlongstretch
opened
3 years ago
0
AI road building improvement ideas
#51
tlongstretch
opened
3 years ago
0
AI logic - saw an AI with two gold smelters but no warehouses
#50
tlongstretch
opened
3 years ago
1
AIPlus feature - saw two sailors transporting on same water path, stuck
#49
tlongstretch
opened
3 years ago
1
AIPlus feature - saw sailor enter StateWaitForBoat on his own path after dropping a serf off
#48
tlongstretch
opened
3 years ago
0
AI internal - add function to "boot" or delete clicked on serfs, for debugging
#47
tlongstretch
opened
3 years ago
1
AIPlus feature - sailor needs to hold the flag where a serf is dropped off
#46
tlongstretch
closed
3 years ago
4
Freeserf issue? - game-init load game screen doesn't scroll, keyboard up/down does nothing
#45
tlongstretch
opened
3 years ago
0
Freeserf bug? - game crashes when castle set to res/serf "square" - no in/out
#44
tlongstretch
opened
3 years ago
1
AIPlus feature - serfs in boats bug affecting serf pathfinding
#43
tlongstretch
closed
3 years ago
1
AI overlay - make serf-marking require CTRL-click instead of just click
#42
tlongstretch
closed
3 years ago
1
TODO - notes from ai.cc comments
#41
tlongstretch
opened
3 years ago
2
AI internal - make AIPlusOptions part of savegame/loadgame
#40
tlongstretch
opened
3 years ago
1
AI logic - a disconnected road segment will never be reconnected
#39
tlongstretch
opened
3 years ago
0
Freeserf bug? - game crash during castle placement
#38
tlongstretch
closed
3 years ago
2
AI internal - change static AI functions to non-static so they can log using ai_PlayerX log
#37
tlongstretch
opened
3 years ago
1
AI logic - expand_borders is taking too long
#36
tlongstretch
closed
3 years ago
3
AI logic - keeps building, burning, rebuilding fisherman huts
#35
tlongstretch
closed
3 years ago
1
AI logic - don't build warehouses near enemy borders
#34
tlongstretch
closed
3 years ago
1
AI logic - castle placement is choosing poor spots
#33
tlongstretch
closed
3 years ago
1
AI logging - change "desire more $resource" to "stock at XXXX desires more $resource"
#32
tlongstretch
closed
3 years ago
1
AI logic - spending way too much time in MAIN LOOP - STEEL on large games
#31
tlongstretch
closed
3 years ago
1
AI logic - new warehouses/stocks should have roads connected to all nearby flags
#30
tlongstretch
opened
3 years ago
0
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