[avoid] versus [hidden]

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BajMic
Posts: 44
Joined: January 24th, 2023, 1:22 am

[avoid] versus [hidden]

Post by BajMic »

Hello,

I don't have the means to test it currently, but I am considering certain idea.

Is it possible to make AI unit finish its turn on the [avoid]-tagged hex by the means of an ambush?

Let's say there is a small 1-hex wide ravine that is set for AI to [avoid]. It can easily move over it, but it will not finish the turn on it. Can I exploit invisible units, e.g., Wose in the forest, to cause the AI to end the turn on forbidden hex, thereby making it an easy target? I think it would be a really cool gameplay idea.

Sincerely,
Soliton
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Posts: 1688
Joined: April 5th, 2005, 3:25 pm
Location: #wesnoth-mp

Re: [avoid] versus [hidden]

Post by Soliton »

[avoid] and ambush are not related. You can ambush AI units just like human controlled units regardless of AI settings.

Regarding how the AI handles [avoid]: I'm pretty sure it just does not target hexes it should avoid. The path to the target can contain avoided hexes and thus any kind of move interruption may leave a unit on an avoid hex. This has no gameplay effect.
"If gameplay requires it, they can be made to live on Venus." -- scott
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