Has anyone else been bothered with AAI kinda overdoing the whole scouting thing? Me and a friend played vs 2 AI's yesterday. One of them seemed to give up after building two metal extractors, but the other one churned out a couple of labs and sent a couple of L1 rushes at my defences
then.. the scouting started.. he had 5 con k-bots assisting a k-bot lab and just churned out fleas, fleas, and nothing but fleas.
I've had the same thing happen in single player as well.
Anyone know the cause for this, and perhaps a remedy?
-Teh Trix
AAI excessive scouting?
Moderators: hoijui, Moderators
AAI tries to replace lost scouts immediately. The number of scouts is specified in mod config file, usually ranges from 2 to 4 (depends on mod). That means that until it has 4 scouts alive, it won't build anything but scouts. The same goes for con. units, they too have limit and will be replaced ASAP if lost.
You can edit the mod config for the mod you are playing (look in <Spring folder>\aidll\globalai\aai\cfg\mod\<Name of the mod>.cfg, those are text files, look for line MAX_SCOUTS 4, edit as appropriate), but setting scouts to 1 will reduce scouting efficiency.
You can edit the mod config for the mod you are playing (look in <Spring folder>\aidll\globalai\aai\cfg\mod\<Name of the mod>.cfg, those are text files, look for line MAX_SCOUTS 4, edit as appropriate), but setting scouts to 1 will reduce scouting efficiency.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49