I started a game with 4 players:
1) Myself
2) Bot (aai.dll)
3) Bot (aai.dll)
4) Bot (aai.dll)
Okay... play ... play ... play ...
Now check this screen, this is my Ally-mate in the game, a bot.
THAT BOT MORONS BUILD EVERY WHERE IN THE GAME STUPID ~~ metal extractors ~~
Whats up man?
[Bug(whatever?)] in aai.dll bot single player game
Moderators: hoijui, Moderators
If this happens in AAi then it should happen in NTai and KAI too as they all use the same algorithm.
I have a fix however that I've been suggestignf or a very long time.
Krogs mex class fitlers out metal values below a certain value as they're insignificant, which is good. The problem arises in how he does it. Instead fo doign ti absed on how much the average mex would give at that point, he does it based on the value on the metalmap in the range 0->255. This doesnt take into account any situations where say 1 == +5 metal and 255 = 2000 metal and the whole map is 1's exept a spot in the centre which is 2000. Go play core prime industrial estate and you'll see this in action. All the AI's go to the middle top and bottom to build their mexes despite it being a metal map.
Increasing the contrast of the metalmap before running it through the algorithm would also improve results and filter out those faint traces inbetween mexspots that AI's try to build on. Look at aGorms Blackstar and you'll see despite there being a ring of mex spots the AI's try to build on the faint spot in the middle thats almost worthless and barely visible.
I have a fix however that I've been suggestignf or a very long time.
Krogs mex class fitlers out metal values below a certain value as they're insignificant, which is good. The problem arises in how he does it. Instead fo doign ti absed on how much the average mex would give at that point, he does it based on the value on the metalmap in the range 0->255. This doesnt take into account any situations where say 1 == +5 metal and 255 = 2000 metal and the whole map is 1's exept a spot in the centre which is 2000. Go play core prime industrial estate and you'll see this in action. All the AI's go to the middle top and bottom to build their mexes despite it being a metal map.
Increasing the contrast of the metalmap before running it through the algorithm would also improve results and filter out those faint traces inbetween mexspots that AI's try to build on. Look at aGorms Blackstar and you'll see despite there being a ring of mex spots the AI's try to build on the faint spot in the middle thats almost worthless and barely visible.
LANDMAP has nothing todo with metalmap
press f4, and you'll see the way metal is distributed.
If a map has metal and it's uniformly distributed it's considered a metal map. aka plonk a mex down anywhere and it extracts metal.
It's possible for maps to be both land maps and metal maps at the same time.
metal heck is a prime example.
press f4, and you'll see the way metal is distributed.
If a map has metal and it's uniformly distributed it's considered a metal map. aka plonk a mex down anywhere and it extracts metal.
It's possible for maps to be both land maps and metal maps at the same time.
metal heck is a prime example.