AI Transport bug

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Lothos
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Joined: Tue May 23, 2006 8:22 pm

AI Transport bug

Post by Lothos »

Noticed this bug (screenshot attached)

AI assigns units to a transport mission and sends them to the nearest port.

Problem is that the nearest port is being blocked because of Gibraltar so the AI can not find a path to the destination

In the attached screenshot those Italian units have been sitting their for over a year trying to transport to Benghazi. The transport command is TYPE= 2 with 100% trigger.

If the nearest port has no path to the destination then the AI should "Operate" the unit to a valid port that can transport them to the target destination. If no port exists within the "Operate" command then the mission should be cancelled.
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SC3-WWII_War_in_Europe_sBvyco8I2i.png
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Hubert Cater
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Re: AI Transport bug

Post by Hubert Cater »

Yeah that's a tricky one and I've had that problem before as well, and what you've outlined is definitely the correct way to have the AI go about things, but it is involved and I never circled back to it.

My workaround has been to prep for transport by manually having those units work their way to the desired port first to avoid the issue, e.g. I set a perpare for 'Transport' GUARD plan that shifts units to the desired embarkation area, and then cancel when the threshold of units has been reached, and at that point I also tie in the TRANSPORT plan, e.g. via an activation based on the threshold of units.
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Lothos
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Re: AI Transport bug

Post by Lothos »

Hubert Cater wrote: Wed Jan 04, 2023 5:27 pm Yeah that's a tricky one and I've had that problem before as well, and what you've outlined is definitely the correct way to have the AI go about things, but it is involved and I never circled back to it.

My workaround has been to prep for transport by manually having those units work their way to the desired port first to avoid the issue, e.g. I set a perpare for 'Transport' GUARD plan that shifts units to the desired embarkation area, and then cancel when the threshold of units has been reached, and at that point I also tie in the TRANSPORT plan, e.g. via an activation based on the threshold of units.
Ouch, I guess no plan on fixing it?

I could try the garrison thing but my concern is that it may go into a loop. Their is no guarantee that when the units are free they get assigned to the transport mission. They could get assigned to a different guard mission or even an offensive mission (in case of Italy) to Russia.
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Hubert Cater
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Re: AI Transport bug

Post by Hubert Cater »

No, unfortunately no further AI coding adjustments planned.

If you have a GUARD plan that cancels right after the threshold of units arrive in the desired location, and it is a TYPE=1 it should work, e.g. after that if the TRANSPORT plan is set to activate based on the number of units at that location, it should pick up right away and work fine.

The alternative is to set a narrower range so that it only picks up units within 5 hexes of the desired embarkation port, e.g. the top most FRIENDLY_POSITION. But then you just need to have units in range which is why a GUARD script can help.
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Lothos
Posts: 1330
Joined: Tue May 23, 2006 8:22 pm

Re: AI Transport bug

Post by Lothos »

Hubert Cater wrote: Wed Jan 04, 2023 8:23 pm No, unfortunately no further AI coding adjustments planned.

If you have a GUARD plan that cancels right after the threshold of units arrive in the desired location, and it is a TYPE=1 it should work, e.g. after that if the TRANSPORT plan is set to activate based on the number of units at that location, it should pick up right away and work fine.

The alternative is to set a narrower range so that it only picks up units within 5 hexes of the desired embarkation port, e.g. the top most FRIENDLY_POSITION. But then you just need to have units in range which is why a GUARD script can help.
I understand, will try some other ways to try and minimize the issue.
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