it's only an impression of mine,
or the ai's behave completely different in the globalai script than in a multiplayer game started by the lobby?
I've a lot of situations where the ai didn't build anything, refuses to complete order and so on. And yes, it's the same ai that works well alone. I was mad chasing bug in the multiplayer game (to have an ally to watch directly) until i've tested the script.
those functions were the most problematic:
getunitdef retuniing null
closestbuildsite returning weird walues, not -1,0,0 but 0,0,0 or in a case
24,1,32 on small divide (the opposite corner from starting point, to build a mex)
giveorder not happening.
other things:
there's a delay when giving order, you've to wait the activation of the unit. i currently have set a frame limit for repeated command.
when a unit is destroyed and the ai is informed, the getUnitDef of the destroyed unit is null.
what's up with the multiplayer?
Moderators: hoijui, Moderators
NTAI relies heavily currently on closest build site function calls for everything, or when your class returns an error or (0,0,0).
Zaphod relies on this heavily too but has implemented his own version with extra code. Hence why his AI builds all its solars together in a small rectangle on brazillian battlefields whiel mine builds them all over the place.
This will be eliminated soon though as I'm forward porting the TAI build grid code, which should provide me with much more flexibility.
Zaphod relies on this heavily too but has implemented his own version with extra code. Hence why his AI builds all its solars together in a small rectangle on brazillian battlefields whiel mine builds them all over the place.
This will be eliminated soon though as I'm forward porting the TAI build grid code, which should provide me with much more flexibility.