AI passive when surrounded   Moderators: Forum Moderators,
Developers  Forum rules  AI passive when surrounded  Postby
doofus-01 » December 7th, 2013, 7:13 pm   An example:
Reported in Gna: User avatar Art Contributor Posts: 2906 Joined:
January 6th, 2008, 9:27 pm Location: USA  Re: AI passive when
surrounded  Postby mattsc » December 8th, 2013, 12:58 am  Wow,
this is a good one. Apparently, it has been around since the RCA
AI was introduced in Wesnoth 1.7. Well, I don't actually know
that for sure, but I tested it with Wesnoth 1.8.4 in an MP game
where you can choose between the old default AI and the RCA AI
(which is now the default). The bug occurs with the RCA AI, but
not with the old default AI.  This should be fixed in commit
e7f17412378bd81d2c89c0f391d97894c2cc80d2 and should work
correctly in Wesnoth 1.11.8.  And for those interested in the
underlying reason, the attack rating contains a multiplicative
factor "support", which is (roughly speaking) the "power" other
AI units can provide to help the