Posts: 10,463
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Joined: Aug 2015
Confirmed.
Originally the code checked for the tile being marked "enemy presence" but that didn't take into account friendly or self owned units which can also block movement. So I changed that to "any unit" but lairs are not units so now those are being missed.
The correct code would have been checking for both of the above.
But there was more - when storing the direction for the consecutive disembarking movement workaround, the X coordiante wasn't correctly stored. The settler actually wanted to go to that 2 tile island to the right, not the big one to the left it seems.
Uploaded the fixed ship.zip. Thanks for the report, this helped a lot!
btw does the AI do attacks from ships to land correctly? That's the part of the feature I haven't seen in action yet.