I've see some really nice stuff like starting with hover plant on water maps, but kbot plants on land maps. Your AI seem to beat others I'm using on land or on water. But it doesn't build any ships, and not a whole lot of airplanes.
OK I take my words about it being the best AI back. Gets absolutely pwned by KAIK 0.13 on all land maps. But, well, KAIK is good, so thats not a problem by itself. Also: Does detect Sands of War to be water map (i.e. start with air/ships), but does not detect Lava Reef or Ooooweeee - i guess that should be fixed. Does not build static defense (or builds one LLT in first 10 minutes) - that, IMHO, should be changed, defense is very important. Does it ever go to fusions/nukes/berthas? I never saw it getting there.
I only tested it with BA 6.31. Again, thanks for developing it and please let me know if I can help with testing it - Ive got some time.
Ooooweeee seems to work off of the VoidWater map property, though I'm not sure about your copy of Lava Reef either it did the same or simply wasn't using the waterdamage property and didn't have harmful lava? The issue gets complicated. There seems to be some inconsistency between how modders, mappers and the current version of spring treat the property. Spring does not seem to restrict building or using floating units in a void water, though I'm guessing that this is just a bug and that modders/mappers were likely working around it. I should probably just restrict all units/building that can't fly from areas with a void water since that seems to be the way that it was suppose to be used.
To answer your other questions, a lot of the code related to the economy and construction choses is likely to change in future versions. It should build fusions/nukes/berthas once it has enough resources although its hard to say how much it needs since it depends on the mod.
Void water does not (and should not) restrict anything, it just prevents water from being drawn. Usable for 'space' maps and mods that treat spacecraft like ships (FF comes to mind, AFAIR it used that hack). Of course you can still build 'normal' shps in there with other mods, the engine can not know this map isn't suited for non-space mods. There is a special waterdamage value that completely prevents units from entering water, you should be looking for that instead. Spring changelog from some very old version has this said on it:
New .smd command MAP/WATER/WaterDamage. Indicates the amount of damage per second units take for being in "water". Make it >1000 to prevent ground units from entering water entirely, >10000 prevents hovers from moving over water.
waterdamage is detected but it isn't used for the particular maps Umrug has mentioned, Ooooweeee is a map were the water represents a cloud-line. The issues of FF did come to mind and I know it will be adversely affected, a little. But while the problem in FF could easily be fixed by using canFly instead of canFloat, this isn't much else that can be done to prevent RAI from building floating units in cloud/space maps.
Last edited by Reth on 05 Aug 2008, 05:07, edited 1 time in total.
There was actual a very simple workaround to detecting FF's style of factories, so it looks like it will be unaffected by the new code. As of yet I am not planning on releasing a patched version but if anything else needs to be fixed then this change will be included, otherwise it will be in the next version.
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