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Bug #697677

Animals can kill players on first turn

Added by Jacob Nevins almost 5 years ago. Updated about 2 months ago.

Status:
Closed
Priority:
Normal
Category:
Server
Sprint/Milestone:
Start date:
Due date:
% Done:

0%

Estimated time:

Description

One of the first times I started the civ2civ3_earth modpack (2.6 v2017_09), I immediately got a message "The Aztecs are no more!" (I was not the Aztecs.)

This ruleset has animals. I suspect that wild animals got the Aztecs immediately. This would have been quite annoying for them, had they been a human player.

I haven't reproduced this symptom in 34 trials with the earth-160x90-civ2civ3 scenario nor 17 of earth-80x50-civ2civ3 (and default settings), but I certainly had starts where I had animals in my vision radius and would probably have been lucky to survive, had I played on (example attached). I haven't thought about who gets to move when, but I have seen what appeared to be animals moving at the start of the first turn.

If I bump 'animals' modestly (from 20 for 50), I can readily reproduce this. In the attached savegame, the Chinese died immediately, and the savegame's event cache is full of skirmishes between animals and players, including "Your attacking Tiger succeeded against the Chinese Settlers (and 3 other units!)" Which is surely all of them.

It would be in keeping with other barbarians to start animal units some distance away from players.

create_animals() happens after start positions are determined (indeed, after players are assigned and startunits placed). It already doesn't place animals directly adjacent to other units/cities (including other animals, as it happens). However, civ2civ3_earth's animals typically have move_rate 2, so that's not much comfort.

Perhaps we should have a bigger distance between animals and any start units / cities / positions; either some hardcoded distance, or taking their move_rate into account and trying to avoid animals meeting other players for a certain number of turns. (Bearing in mind startunit dispersion.)

26_c2c3e_killed1stturn.sav.bz2 (59.9 KB) 26_c2c3e_killed1stturn.sav.bz2 Chinese killed by Tiger on first turn (needs civ2civ3_earth v2017_09) Jacob Nevins, 2017-09-17 12:26 PM
26_c2c3e_beasts.sav.bz2 (58.6 KB) 26_c2c3e_beasts.sav.bz2 Start position with 2 animals in vision radius (needs civ2civ3_earth v2017_09) Jacob Nevins, 2017-09-17 12:27 PM
0051-Place-animals-further-away-from-players.patch (2.14 KB) 0051-Place-animals-further-away-from-players.patch master, S3_1 Marko Lindqvist, 2022-06-21 11:36 PM
0019-Place-animals-further-away-from-players.patch (2.1 KB) 0019-Place-animals-further-away-from-players.patch S3_0 Marko Lindqvist, 2022-06-21 11:36 PM

Related issues

Related to Freeciv - Feature #780549: Updated Modpack civ2civ3_earth for v2.6 (2018_10)Closed

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History

#1 Updated by Jacob Nevins almost 5 years ago

(The ruleset author probably has some responsibility not to populate the animal kingdom with stealth bombers, but it's hard to see how they can reasonably avoid this problem with the current engine, while still having any animals more fearsome than the giant panda.)

#2 Updated by David Fernandez (bard) almost 5 years ago

Good point.
The AI was never killed by animals in my games, but I did less tests than you, and I agree the possibility of being killed at start (even if small) is a game breaker.

Another idea would be to forbid the movement of animal/barbarian units the first turn, so at least players has the chance to create a city.

Meanwhile, I'll try to see if I can avoid this issue in my modpack. For example, by giving 2 tiles of vision radius to fast animals, instead of 2 movement points.

#3 Updated by Jacob Nevins about 4 years ago

  • Sprint/Milestone changed from 2.6.0 to 2.6.1

#4 Updated by Jacob Nevins over 2 years ago

  • Sprint/Milestone changed from 2.6.1 to 2.6.2

bard wrote:

Meanwhile, I'll try to see if I can avoid this issue in my modpack. For example, by giving 2 tiles of vision radius to fast animals, instead of 2 movement points.

This was released in civ2civ3_earth v2018_10 (deployed to modpack server in feature #780549).

#5 Updated by Jacob Nevins over 2 years ago

  • Related to Feature #780549: Updated Modpack civ2civ3_earth for v2.6 (2018_10) added

#6 Updated by Jacob Nevins over 2 years ago

  • Sprint/Milestone changed from 2.6.2 to 2.6.3

#7 Updated by Marko Lindqvist over 1 year ago

  • Sprint/Milestone changed from 2.6.3 to 2.6.4

#8 Updated by Marko Lindqvist over 1 year ago

  • Sprint/Milestone deleted (2.6.4)

#9 Updated by Marko Lindqvist about 2 months ago

  • Category set to Server
  • Sprint/Milestone set to 3.0.3

Jacob Nevins wrote:

It already doesn't place animals directly adjacent to other units/cities (including other animals, as it happens).

Easy improvement would be iterating over some hardcoded distance for non-animal units/cities. Even distance of 2 tiles would be an improvement (if we are worried that we might run out of space / land to place any animals on some maps)

#11 Updated by Marko Lindqvist about 2 months ago

  • Status changed from Resolved to Closed

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