Comments (3)
@Sesu8642 thank you for your response. I will try as soon as possible to provide the requested details. Have a great rest of the day :)
from feudaltactics.
I attempted to write a unit test that counted the number of tiles before and after a bots turn. The idea was this:
assertTrue(amountOfTilesAfterTurn <= amountOfTilesBeforeTurn + amountOfUnitsAfterTurn);
The test failed a few times. However, I discovered that there was an easy explanation: connecting to single kingdomless tiles. I checked some of the failing tests and all of them could be explained by that. Of course thats not perfect but I don't believe there's something wrong here.
Closing this for now but feel free to re-open when you can reproduce :)
from feudaltactics.
Thanks for reporting! Showing individual moves is currently not possible as a result of how the bots are programmed. They are indeed not restricted in the same ways a player is. Namely, they are able to pick up all of their units at once and place them optimally. However, the behavior you describe should obviously not be possible.
Would you be able to provide me with some instructions on how to reproduce the issue? A screen capture or copy of the savegame before the bot turns would be ideal.
from feudaltactics.
Related Issues (20)
- Provide debug information for crash reports HOT 2
- Crash when starting second game HOT 4
- Option to always show current protection level of tiles HOT 2
- Show previously played games. HOT 1
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- Android Virtual Keyboard covers the Seed's Text Input Box HOT 1
- Add adaptive/monochrome app icon for Android 13 HOT 4
- Show number of tiles in enemy kingdoms. HOT 1
- preferences forgotten with flatpak HOT 3
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- Statistics page HOT 2
- Please give feedback about 1.2.0 Release Candidate HOT 4
- Ability to save/copy seed HOT 7
- Move random seed button away from start game button HOT 8
- Crash Report HOT 13
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- Units can be disposed HOT 1
- Hardware keypad is useless HOT 1
- autoplay HOT 8
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from feudaltactics.