Bridges and AI

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Angiel
Posts: 132
Joined: Tue Oct 31, 2006 3:48 pm
Location: Toscana Italy

RE: Bridges and AI

Post by Angiel »

@ UP8444
I checked, the bridge's alpha channel has no problems.
BUT I replaced a part of the JMass Mod terrain with a part of original terrain and the south units move.

Image



@technikzauberer
JMass Small_markers_mod_v1.1:
http://www.mediafire.com/file/9pfpq9ppc ... 1.zip/file
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UP844
Posts: 1669
Joined: Thu Mar 03, 2016 9:10 pm
Location: Genoa, Republic of Genoa (occupied by Italy)

RE: Bridges and AI

Post by UP844 »

That's a step forward: at least now we have a rough idea of where the cause lies.

I have tried copying the default terrain as a second layer over the JMS terrain. The upper portion of the JMS terrain (the one you replaced) appears to be shifted upwards by a single pixel, even though this is the only difference I manage to detect (I might have missed something else).

In the image below I have set the transparency of the default terrain to 30% and the two images clearly do not match.

I have no clear idea as to why this affects the AI behaviour: my best guess is that the shift makes the road not- functional and so the river hexes remain impassable. You could test this by moving a unit along a road and by checking if it gains the +1 hex bonus.

Image
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shiftedterrain.jpg
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Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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UP844
Posts: 1669
Joined: Thu Mar 03, 2016 9:10 pm
Location: Genoa, Republic of Genoa (occupied by Italy)

RE: Bridges and AI

Post by UP844 »

Unfortunately, the PSD file is too large to be attached here (25 MB), even in ZIP format (15 MB).
Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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