OndrejR wrote:
I am trying to say that all these AI problem only seems simple. They aren't. But to solve them we must begin with simple things and later solve all difficulties.
I certainly agree that this will not be a simple task. My intention was to point out where might be a good point to start (implementing the ability to stack fleet orders), not an in-depth analysis of the galaxy map AI code.
The main trouble I ran into when writing the few bits of AI that are there now was that some methods had not been exposed to python (although Geoff helped quickly), so I wanted to check for you if the very basics are there, that's all.
OndrejR wrote:
There is also need for distance between systems and better function is ShortestPath. We don't want path with least jumps, but with least distance.
As fuel usage currently equals star lane jumps, leastJumpsPath will return the most fuel-efficient path rather than ShortestPath. The latter could be used when enough fuel is at hand and speed is essential, e.g. within supply range, but if the question is if a ship can visit a star system and return to a supply point, leastJumpsPath should be the way to go.
Anyway, you seem to have insight into the involved intricacies, so I'm looking forward to what you'll create.