Yes strange about the differing results. In my case the AI has kept loading and unloading the doomstack on the trireme with the settler for many turns after the one I uploaded. I think I've had to kill the ship with the settler to get the AI to load the doomstack on a different trireme and move it, supporting your opinion that it depends on the settler. I wouldn't have ever thought of that :D
Is that normal? I mean, if a settler doesn't have a target shouldn't the doomstack on the same ship override that with one?
Just checked, If there is no main settling continent, the ship goes to the main action continent instead.
But it didn't seem to do that.
...let's see.
There is a main action continent selected, it's the one with the city "Muck".
Okay, this is what happens :
Turn 1. Continent has no targets (your stacks are too strong or unreachable) , Stack boards ship..
Turn 2. Boat cannot start moving because settler is boarding. Settler gets on boat. AI reevaluates continents, marks this one "enemy presence".
Turn 3. Boat is adjacent to an enemy continent and has troops on it, so Stack gets off boat (only if your stack isn't in the way though. I had to move it. For some reason it doesn't like the empty tile to the southwest.)
Turn 4. See turn 1.
In short this is not a bug. Your presence forces the AI to keep coming back, each time realizing your stack is too strong to beat still. The turn the settler delays the departure of the boat and the reevaluation of continents allows this. If I kill both settlers, the ship start to move, and once it's no longer on shore, it will keep going where it should.
Why the reevaluation is running every 2nd turn instead of less often as it should? Probably because there are "continents" where picking a valid assembly point is impossible. Having an invalid assembly point anywhere is one of the conditions to do reevaluation - as reevaluation also picks new assembly points. However continents with 0 empty tiles are impossible to pick an assembly point on. Like that one with the tower and your city on the only two tiles. There probably should be an exception to skip continents where the focal point is "none" but then it would fail to reevaluate even when it is supposed to do it because a tile freed up on the continent meanwhile.
Wait, "no focal point" I think picks 0,0. Tile 0,0 should be empty, so it shouldn't trigger this.
No I think it's just the generic crowdedness causing it. On Arcanus there are continents where half the tiles are occupied by units. It only takes one enemy unit to step on one of the "assembly points" on any of these continents and it triggers reevaluation. On a map like this with many, small continents and a ton of units moving around, that happening every 2nd turn seems fairly realistic.
Also note, doomstacks are always intercontinental. That stack is 'just' a strong land stack.
Seravy, can we set settler presence to always override troop presence in ships? In this case that would result in troops going with the settler, which is probably a good idea anyway. And with doomstacks existing, it shouldn't be too bad if land stacks get rerouted on occasion.
My capital is getting hit with curses again, when I don't THINK the AI has actually scouted my capital. Specifically, 2 raise volcanoes just hit. Now, by AI who have chaos, it could be Sharee (who is Lawful, but who had a settler 4 squares away from my capital once), or Sss'ra (I literally met him last turn, he's Myrran, and I met him on his plane; he's never had a unit within 2 squares of my capital), or Oberic (who likewise has never been within 2 squares of my capital). Since I don't have nature's eye it's POSSIBLE Sss'ra or Oberic got a unit 'near' my capital without coming into vision range.
Here's the save.
Edit: The next turn, a corruption was thrown. (In case that changes which AI could have done it.)
Edit2: The next next turn, Sss'ra declared war on me.
(October 9th, 2017, 10:13)Seravy Wrote: Just checked, If there is no main settling continent, the ship goes to the main action continent instead.
But it didn't seem to do that.
...let's see.
There is a main action continent selected, it's the one with the city "Muck".
Okay, this is what happens :
Turn 1. Continent has no targets (your stacks are too strong or unreachable) , Stack boards ship..
Turn 2. Boat cannot start moving because settler is boarding. Settler gets on boat. AI reevaluates continents, marks this one "enemy presence".
Turn 3. Boat is adjacent to an enemy continent and has troops on it, so Stack gets off boat (only if your stack isn't in the way though. I had to move it. For some reason it doesn't like the empty tile to the southwest.)
Turn 4. See turn 1.
In short this is not a bug. Your presence forces the AI to keep coming back, each time realizing your stack is too strong to beat still. The turn the settler delays the departure of the boat and the reevaluation of continents allows this. If I kill both settlers, the ship start to move, and once it's no longer on shore, it will keep going where it should.
Why the reevaluation is running every 2nd turn instead of less often as it should? Probably because there are "continents" where picking a valid assembly point is impossible. Having an invalid assembly point anywhere is one of the conditions to do reevaluation - as reevaluation also picks new assembly points. However continents with 0 empty tiles are impossible to pick an assembly point on. Like that one with the tower and your city on the only two tiles. There probably should be an exception to skip continents where the focal point is "none" but then it would fail to reevaluate even when it is supposed to do it because a tile freed up on the continent meanwhile.
Wait, "no focal point" I think picks 0,0. Tile 0,0 should be empty, so it shouldn't trigger this.
No I think it's just the generic crowdedness causing it. On Arcanus there are continents where half the tiles are occupied by units. It only takes one enemy unit to step on one of the "assembly points" on any of these continents and it triggers reevaluation. On a map like this with many, small continents and a ton of units moving around, that happening every 2nd turn seems fairly realistic.
Thanks for the investigation. But I've also tried dismissing some ghouls and that didn't seem to affect the loop. I also think that the AI stack with buffed hero+war trolls (or minotaurs? I forget) would have been much higher in strategic strength than my ghouls stack, especially after I dismissed some of them? The hero there is just a wraithform assassin, let's see what happens if I dismiss some more... *goes to test*
First test inconclusive: I've disbanded all the ghouls and the AI has stopped unloading the doomstack from the ship :-/
I then killed its ship to just simplify the issue, and I conclude that there's something else going on, I can't get the AI to attack my hero stack even dismissing ghouls and a hero, I'm down to 1 hero and 1 ghoul, it can't be too strong.
Shouldn't an enemy at war lonely hero adjacent to the fortress and the doomstack be a guaranteed target?
(October 9th, 2017, 22:46)Nelphine Wrote: My capital is getting hit with curses again, when I don't THINK the AI has actually scouted my capital. Specifically, 2 raise volcanoes just hit. Now, by AI who have chaos, it could be Sharee (who is Lawful, but who had a settler 4 squares away from my capital once), or Sss'ra (I literally met him last turn, he's Myrran, and I met him on his plane; he's never had a unit within 2 squares of my capital), or Oberic (who likewise has never been within 2 squares of my capital). Since I don't have nature's eye it's POSSIBLE Sss'ra or Oberic got a unit 'near' my capital without coming into vision range.
Here's the save.
Edit: The next turn, a corruption was thrown. (In case that changes which AI could have done it.)
Edit2: The next next turn, Sss'ra declared war on me.
Your capital in that save is marked 255. Meaning wizard 0-7 all saw it. Which is impossible, there isn't even a wizard 6 or 7. So this has to be some bug. Several other cities also have 255 in that byte while others have the correct value.
Oh...cities already start with that value if they were generated at the beginning of the game. So this is a bug with the New Game generation.
Yeah I think it doesn't set the value to zero at the start of the game. So it's random - whatever was at that memory address originally...
(October 10th, 2017, 03:45)Arnuz Wrote: First test inconclusive: I've disbanded all the ghouls and the AI has stopped unloading the doomstack from the ship :-/
I then killed its ship to just simplify the issue, and I conclude that there's something else going on, I can't get the AI to attack my hero stack even dismissing ghouls and a hero, I'm down to 1 hero and 1 ghoul, it can't be too strong.
Shouldn't an enemy at war lonely hero adjacent to the fortress and the doomstack be a guaranteed target?
Here are the last 6 turns.
The stack has a settler in it. The settler receives some order (probably to wait for a ship) and "leaves" the stack. Split stacks cannot attack the same turn through the land attack procedure because their information is outdated. Kill the settler and the stack attacks next turn.