I didn't do too much testing yet, but previous version (0.40) beats new version (0.51) in 1x1 on small land maps (small divide, cooper hill, and other). I didn't invest time to understand the reasons, I can if such an input is needed. Among the good points: no crashes, similar to previous version :)
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
tested 0.5 with EE.
it tries to build a mex a positon where there is already a building.
after a while it cancels the mex and builds something else but it always tries again to build the mex - at the very same position, resulting in the mex never getting built.
Although it techs up without having build any T1 units at all (well, one builder of course)
Maybe include a trigger not to tech before having build 100 T1 units?
And it shouldnt build new factories when the old factories are idle.
Maybe also disable aircraft as a start option, air-start is hard for humans to play good with and probally impossible for an AI.
It didnt crash and also no huge delays when loading which is good :)
been playing a lot with rai, I tried it a few times again later and it still sometimes does the all air thing but I wanted to report a few bugs:
I have seen it do the following:
Ordering attacks on units with weapons that cannot normally target said units(bombers trying to bomb aircraft when bombs are prohibited from that in gundam)
Issuing a move order for the commander and it actually flying waaaaaay off map:
That latter error with the bombers should be present in all the spring AIs, namely because its never been an issue with mods such as BA or XTA siince AIs rarely go all air.
The only time I have seen rai building only air is on water/island maps with mods that have no naval, in which case there isn't much that can be done about it. If this isn't the case you were referring to, posting a demo would help clear up the problem.
If it was being shot at and was trying to run away, then it will continue running in the opposite direction of the enemy, but you're right, I should limit those move orders to within the map since spring only seems to let AIs deliberately move off the map like that. There may be another problem with this, but in any case, I intended to change the current retreat method all together.
demos are not good because a lot of the time I am using it with a test version of gundam, I am just specing and watching units fight to observe behaviors.(so odds are the test version is deleted after the test)
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