Dont take words from 2 different contexts and put them together.
Under the current version one would requrie tor ewrite the buildtrees so that mexes wherent as heavily relied on and NTAI focused more on a metal maker economy, otherwise mexes dotn generate enough metal and it throws the balance of the buildtree out and NTAI stalls.
But that is in the context of the current situation, and not future versions where these remedies are being implemented, remedies that change the entire construction system within NTAI.
Builder inactivity would be what would happen normally if I had kept the antistall waiting routine uncommented, builders would see that theyw here in the middle of a stall and simply wait for the resources to come bakc bfore they started but I got lots of error reports of bugs with untis standing still because of that routine.
Now while you lto are insistign NTAI si at fault and not Krogothes class I have some screenshots to shwo you, each taken using Cains metal class, but some have cains original algorithm in place, and some have krogothes replacement algorithm in place. The only needed change was in parse() and both generate the same type of data (a vector<float3> of the co-ordinates where the y value si the amount of metal).
KROGOTHES MEX ALGORITHM:
CAINS ALGORITHM:
So while krogothes metal class is generating what ti thinks are the ideal locations to palce a mex regadrless of wetehr theyc an b palced there, you are ignoring the accuracy and simpyl saying those are the best spots and that the AI maker is todo the rest of the work based around that data. Yet the raw data says otherwise, look at the yellow markers, better yet load up KAI 0.0 and watch the green markers which should be very close to them on most maps.
Yet look at those shots, notice how cains algorithm does a far better job than krogothes, even though the points they have generated are being ran through 2 identical systems. How can that be if NTAI is at fault? Why si ti that udner cains algorithm NTAI gets 23 metal where krogothes algorithm yields a metal income of 7.0 with the same number of mexes?
I dont knwo what it is with you chocapic, while you're sitting there with your AI that we have yet to see any code, binaries, screenshots, examples, replays, descriptions of, your telling me what todo with my AI. I knwo what I'm going todo wiht ym AI and I'm not taking well to having the problems my AI has shoved down my throat while I'm repeatedly telling you I already have solutions, having ym words taken out of context and selectively quoted so ti appears that they conflict and contradict.
So chocapic what exactly is it that you're arguing atm? I have made my original point, I ahve investigated it, I have prooven it, and you're still arguing and you're not providing a shred of evidence to the cotnrary, you're not providing logical answers and explanations of why i could be wrong. Even krogothe has admitted that if I showed him the necessary evidence to proove somethign was wrong then I'd get help with it, and I have shown those screenshots of the raw markers, the mex placements, the 5 mexes, I even showed it in comparison to another metal class which did it correctly.
So please unless you have a grand explanation that is reasonable and quashes all the explanations of those screenshots, that proves ocne and for all that it's just NTAI and it doesnt affect other AI's then go on, create a basic AI that sues an identical version fo krogothes class to NTAI that can place mexes perfectly on brazillian battlefields without resorting to extending the algorithm and sorting through metal map arrays.