Well my AI was called RafAI.
It was in playable and stable state although it was very simple in its gameplay.
Building / unit selection was quite random. With economy buildings it tried to maintain a certain metal income/energy income/buildpower/storage ratio. For metal spots detection it used Krogothe's Metal Class. It could reclaim mexes to upgrade them to mohos and I think it could do the same for geos. Other units were selected randomly weighted a little towards cheaper units. I think there were some weight modifiers for defences and antiair units too.
Attacking algorithm was almost the simplest possible. Once it had enough power in combat units it sent them all at the closest enemy, then next one etc. until it lost like 80% of the units then it turned them all back.
Every next attack the power threshhold was increased by some factor (something like 25% more) so it was sending bigger unit swarms as the game progressed.
It had a simple scouting algorithm that I put in as a placeholder. I didn't want it to use cheats so it had to find targets somewhat. It divided the map into a grid of sectors. Then when a scout was in some sector it chosed the next sector it will go to, taking the 8 neighbor sectors, then randomly selecting one, heavily weighting towards the ones not visited for the longest time.
Some interesting part of its code which I was very proud of, was a custom buildsite finding algorithm which basically replaced engine function FindClosestBuildsite while eliminating some issues. It allowed me to set different spacing for different types of buildings and respected the spacing of all of them, no matter in what order they were built. It also prevented factories from being built facing toward a hill (which was a common problem in early AIs) - it was accomplished by finding a larger buildsite than the factory really was, so there was always some free flat space in front of it. It also did some calculations on the distance of searched buildsites so it preferred buildsite next to a builder instead of a buildsite where the builder is standing (so it saved the time when the builder whould have to move from the buildsite).
Some things I was planning to add was a proper handling of groups of combat units (so they could attack different targets, split and merge etc.) and a basic tracking of units efficiency so it could learn.
It was written with *A mods in mind (tested mostly in Absolute Annihilation, I think there was no BA back then) but would probably support most mods back then since they didn't differ in features as much as now and the AI didn't use any hardcoded unitnames.
I stopped working on it mostly because of RL stuff starting getting wrong - the AI deving was too time consuming - most of that time spent testing / debugging - it is literally addicting to watch your own creation play and do stuff

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Actually I never decided to abandon that project completely and never stopped thinking about getting back to it but just didn't have that kind or motivation, or had an idea for another project etc. Also couldn't really get past the environment setup since MSVC stopped being the way to compile Spring.
Ok so thats it. I didn't expect this post to became so long but got kinda excited as I started remembering all that while writing.