it should read instead:AMOBILE_ARTY_RANGE 1000.0
(or whatever number)MOBILE_ARTY_RANGE 1000.0
I think this same error was in one of the WD .cfg files also... but don't quote me on that.
Moderators: hoijui, Moderators
I've just watched this replay and i think your ai played very very well.submarine wrote:heres a replay on painted desert showing a battle between aai pre 0.5 and otai 1.07...
since it's a fresh buildtable aai is building a lot of pewes
http://www.fileuniverse.com/?p=showitem&ID=2322
i tried to build metal makers but i couldnt find a good solution to manage energy demand yet.Rafal99 wrote: - It should use metal makers. It had energy +700/-300 so metal makers would be very useful.
yet thats true, i just dont know how to make unist reclaim obstacles/wreckages yet - maybe i should ask other ai devs how to do thatRafal99 wrote: - It should reclaim rocks/wreckages when have too few metal.
i know, but atm i cant think of an easy solution. checking all attacking units and their targets all the tiem would cause far too much cpu load for almost no advantage at allRafal99 wrote: - When peewes attacking building like Energy Storage/Geo/Factory they should escape before the building explode (in the replay one Energy Storage explosion destroyed about 10 peewes!).
this is one of the drawbacks of aais custom building-placement. perhaps i'm going to improve that in the future, but its imho not the most urgent issueRafal99 wrote: - It the replay the first 3 buildings which ai built (solar+mex+solar) were far from each other so commander lost a lot of time moving between buildsites.
Code: Select all
SIDES 4
START_UNITS ARMCOM CORCOM FBCOM AKCOM
SIDE_NAMES Arm Core Fleabowl AKBowl
SCOUTS 2 ARMFLEA AKCK
MAX_UNITS 10000
MAX_SCOUTS 30
MAX_BUILDERS 20
MAX_GROUP_SIZE 32
MIN_EFFICIENCY 0.05
MAX_XROW 8
MAX_YROW 8
X_SPACE 10
Y_SPACE 10
SECTOR_SIZE 100.0
MAX_SECTOR_IMPORTANCE 6
MAX_BASE_SIZE 5
SCOUT_SPEED 95.0
ARTY_RANGE 800.0
MIN_ENERGY 18
LEARN_RATE 5
AIR_DEFENCE 8
MAX_BUILDERS_PER_TYPE 16
MAX_METAL_COST 10000
MIN_AIR_ATTACK_COST 100
MAX_AIR_TARGETS 20
Code: Select all
SIDES 4
START_UNITS ARMCOM CORCOM FBCOM AKCOM
SIDE_NAMES Arm Core Fleabowl AKBowl
MAX_UNITS 10000
MAX_SCOUTS 30
MAX_BUILDERS 20
MAX_BUILDERS_PER_TYPE 16
MAX_GROUP_SIZE 32
MIN_EFFICIENCY 0.05
MAX_XROW 8
MAX_YROW 8
X_SPACE 10
Y_SPACE 10
SECTOR_SIZE 100.0
MAX_SECTOR_IMPORTANCE 6
MAX_BASE_SIZE 5
SCOUT_SPEED 95.0
MOBILE_ARTY_RANGE 800.0
STATIONARY_ARTY_RANGE 800.0
MIN_ENERGY 18
AIR_DEFENCE 8
MAX_METAL_COST 10000
SCOUTS 2 ARMFLEA AKCK
Code: Select all
MIN_AIR_ATTACK_COST 100
MAX_AIR_TARGETS 20
Noticed all the mexes are placed wrong, by both OTAI and AAI. Also noticed how little CPU both AI's use! Awesome!submarine wrote:here's the latest replay, aai vs 2 otais on comet catcher remake
http://www.fileuniverse.com/?p=showitem&ID=2362