Um, this is an obvious bug:
Objects with yardmap= c c c c; (That is, "open when done constructing") do not properly block other Buildings or Plants from being built on that Yardmap when the Plants are in the "open" state. In short, when that Yardmap goes "open", it goes "open" for buildings, as well as for units.
This is a bug, pure and simple. It should never be possible to build a turret beneath an Autofac in NanoBlobs. AIs should never get a "Terrain == Open" result when checking to see if they can build at that location. I should be able to make a building like the Autofac, which has no permanently-blocked Yardmap squares... and it should work.
Thanks to AF for pointing this out... after investigating the cause, this is a bug, pure and simple...
Bug: Yardmap and "Terrain Occupied" status
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Units with open yardmaps such as nonblocking mines cna be stacked up an infinite amount of times allowing say 2000 nonblocking mines to occupy the same position, and the same can be done with the nanoblobz 0.52b1 autofac.
Whatsmore this bug also exposes open yardmaps in factories to be interpreted as available, allowing you to build stuff inside the factory preventing units from escaping and the factory from closing. I have a screenshot demonstrating this where NTai 0.28 built a mex in the middle of an OTAI air factory, and another where I deliberatly built laser towers and moho mm's in the open spaces of kbot factories.
Whatsmore this bug also exposes open yardmaps in factories to be interpreted as available, allowing you to build stuff inside the factory preventing units from escaping and the factory from closing. I have a screenshot demonstrating this where NTai 0.28 built a mex in the middle of an OTAI air factory, and another where I deliberatly built laser towers and moho mm's in the open spaces of kbot factories.
People have been complaining that AI's do this sort of thing, and our only fix was to workaround and try to implement a custom build algorithm, something whcih onyl AAI JCAI and OTAI ever did, and within the next few months NTai and KAI will to.
This directly affects AI's using the AI itnerface for building placement and groups of units comamnded to build a nonblocking structure.
Try building an autofac in nanoblobz with 10 sheep and you'll get 10 autofacs ontop of eachother.
Yardmaps should work correctly.
Nonblocking units shouldnt be able to occupy the same space.
This directly affects AI's using the AI itnerface for building placement and groups of units comamnded to build a nonblocking structure.
Try building an autofac in nanoblobz with 10 sheep and you'll get 10 autofacs ontop of eachother.
Yardmaps should work correctly.
Nonblocking units shouldnt be able to occupy the same space.