Using LUA gives AI configs the chance to use a universal format that both skirmish AI can use, and I dont want JCAI to fall flat when I'm done with TAI. To heck with what I've said before, I can see construction being solved in TAI soon which leads to Attack systems, that combined with a resource agent that's already highly aggressive and an initial build order, should kick your AI's ass. Of course that wouldnt be very good for competition so I'm inclined to help you somewhat. Firstly someone make him new AI configs, he hasnt the tiem to write them to be as effective as they could be.
LOL, You're not even able to fix your own AI and yet you claim all these things - you're a funny guy !
Furthermore, using the same universal format will only make them different in attacking and balancing, so I wouldn't like that.
And do you think I would be sitting still when you're AI would get better?
Besides, LUA shall open AI coding to a wider audience of people who cant or wont get VS .Net 2003.
The faster the code, the more data you can collect, the better your balances and choices can be calculated. I doubt using a scripting language has a good effect on that.
Some text explaining the forces, I added it in aiscript-help.txt
----- FORCES ------
current supported force group settings:
-category
Groups are divided into categories that can be build simultaneously
For example you'd want to have air forces in a different category than ground units,
otherwise either air or ground units are being build at a time, never both
-level
The level indicates the "power" of the unit group, when the force manager is selecting
a group type to build, it selects the group with the highest level that it is capable
of building
-batchsize
Number of units in a single group of this type
-minenergy
Minimum energy income needed for this group to be build, if current energy income is lower
than this, a lower level group type is selected for building
This is likely to be replaced by a balancing system in the future, that takes more stuff
into account.
-minmetal
Same as for minenergy
-maxspread
Maximum spreading of the group, when the outer group units are further away from each other,
grouping mode is selected and the units move to each other until the reach a spreading of groupdist
-groupdist
See maxspread
-task
task=raid:
** experimental **
this will attack enemy sectors with very few units, such as mexxes with little defense
task=attackdefend:
selects a sector to attack based on nearby friendly buildings and number of enemy units,
more enemy units is prefered here, but more friendly buildings is even more important, since it
could indicate an attack on the base.
Currently, if a group gets selected for build and there is no factory for it, it will lock up and never be build because it doesn't check for new factories. Will be corrected in the next release.
GroundZero: I don't have a direct fix, but it seems you're still running xta but with a WD commander. From the log:
Meaning it will look for a config file named xta_se_v061.cfg, and not SpringWD.cfg
You can use either SJ's AIvsAI script or mine and modify GameType to SpringWD.sdz. Maybe it'll work then, otherwise I don't have clue right now
Warlord Zsinj:
You have to overwrite the current test.dll in aidll\globalai\, maybe that went wrong during the installation?
You seem to have the standard test.dll, which is a dummy test AI that counts.
Slamoid:
A support unit are buildings that fall outside the mex/factory category. You can use those fields to build solars, defense, etc
* operator: sets number of the specified unit/cell
s operator: set number of supports that have to be build before the child cell will be build.
childs="plant*3s2" will build 3 'plant' cells after 2 supports have been build.
Expect a bugfix release soon, this evening if not tomorrow, there are a couple of bugs currently that make scripts behave weird. Including that child cells request the builder type of the parent cell, instead of their own builder type - makes it impossible to get to level 2
Pfff, I think I'm done typing now

Thanks for all the feedback people!