Quoting AlLanMandragoran, reply 6I'm not sure to be honest. But Capitar is consistently pop locking on the ridiculous level so the evidence, to me at least, indiciates the factions have their own threads. Actually, they must have their own threads, right? We can choose different difficulty levels per faction so the rules that govern each faction can be different...
I really have no idea other than for two builds in a row, same map, different starting locations, Capitar just sits there and does nothing.
Hmm.. I don't know? Isn't it possible that the same code is running on individual threads for each faction? What about custom factions controlled by the AI? What faction's AI would they use? Anyway, sorry... I don't want to derail your thread!
Naw, good questions! I'm dying to know how it's coded as well.
I went back and looked at my prior analysis threads (for the 1.2 beta) regarding Capitar, here goes:
- 1.19n - pop locked (not building any improvements or units) all the way to season 60
- 1.19m - didn't found city until between season 24 and 36, pop locked between 36 and 60, finally was snapping out of it by 60 (building a hut)
- 1.19g through l - didn't officially test but I do remember running into some pop lock issues with Capitar in my real games
- 1.19f - ok
- 1.19e - ok
- 1.19d - didnt found city, dead from monsters between season 12 and 24
- 1.19c - ok
- 1.19b - pop locked all the way to season 60
- 1.19a - unknown (ran the test as Capitar)
- 1.19 - ok
Other factions had pop lock problems throughout these tests...but the results above are for Capitar only.
So it's a mixed bag of results but spread over 15 tests 5 confirmed problems... probably closer to half if I tested g through l. Brad mentioned a couple of months ago that the pop lock thing (when the faction isn't doing anything) is caused by broken xml tags. I think as they're tinkering with memory fixes and such it can break the AI which is why I started doing these analysis threads in the first place.