First off, my apologies to everybody who responded with negative comments on the first version- yes, it was very crude, and not as fun as it could have been. Although we did still find it fun as a human-vs-human experience, we didn't really take into account the sheer chaos that fighting an exponential AI was going to cause
Fun was not really the goal for the first version, however. I was literally walking a friend (and fellow game developer) through the process of making a simple TA mod, and we wanted to build something that current AIs could not address properly. We built the entire game design from idea to finished game in 5 hours... the refinements that went into the second version took me about 5 more hours (a lot of playtesting, tweaking, playtesting again- I am a huge fan of playtesting).
I did the second one to address some of the obvious weaknesses of the game design, tweaking a large number of areas, such as the turn-rates of the various units, build/maintain costs, the way that the weapons worked, etc- a lot of changes, big and small, to smooth things out, repair things that didn't have a purpose, etc.
We were very surprised that AAI didn't work- of all of the current designs, it was the one I expected to "figure things out". But now that we have something that does work, we'll proceed to add new gameplay elements.
Fixing the corpses sticking around will not be a problem... and I agree with Krogothe, that really hampers the AI's ability to give humans a good game.
Version 0.3 will feature at least one more unit. Will that break the current build of KAIblob?
And has anybody played with the Wolf unit yet? I'd like to hear feedback on the self destruct... I don't think that the AI should use that, personally, but I want to know if it's too egregious to even let the humans have.
Anyhow, thanks for the comments, both good and bad. Next time I build one of these, I will probably PM the AI devs and give them a 24-hour sneek-peek and chance to revise their code, so that I can beta-test it better and provide a less crude initial experience for players.