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RE: Bridges and AI
Posted: Sat Jan 19, 2019 12:51 am
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.
@technikzauberer
JMass Small_markers_mod_v1.1:
http://www.mediafire.com/file/9pfpq9ppc ... 1.zip/file
RE: Bridges and AI
Posted: Sat Jan 19, 2019 9:29 am
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.

RE: Bridges and AI
Posted: Sat Jan 19, 2019 9:36 am
by UP844
Unfortunately, the PSD file is too large to be attached here (25 MB), even in ZIP format (15 MB).