With the newest build provided in the screenshot thread, I finde NTAI to work well. (You might still need to provide "casual games" with a version where .verbose is off, -per hint in other thread)
Yep, didn't expect this to come easy.AF wrote:You'll have to provide a little help when it comes to what can target what, I dont know how to get that information.
In my view, this is a problem with the spring engine. (Should give invalid_target, or similar signal, back to NTAI)
But a good start is the Krow (corcrw) flying fortress. This plane is NOT capable of targeting or destroying airplanes, and for some reason (worth learning from!) this WORKS with spring & NTAI.
-again not something that currently needs fixing, but for future versions it might be nice to have subs working better.
I should probably try b_guardian, but right now see NO usage for it.AF wrote:He wants a loop keyword because b_guardian stops when it hasnt got anything left to repair, which is silly as the unit would just sit and do nothing, consuming extra cpu cycles. Besides the way the task system is setup it'd be a nightmare to implement in the current setup. Too much work. Itd be best waiting for lua extensions and using a while(true) loop.

Give a cons kbot. a b_repair after it generated a few factories, and the cons will happy walk between factories, assisting building of mobile units. Also, if it has ├óÔé¼┼ôactive possibilities├óÔé¼┬Ø (not e-maxed) left in its list, it will build one of those from time to time.
Yep, I already know this, and do not expect any future features added to current version of NTAI. I simply followed IK├óÔé¼Ôäós line of thought, and wanted to give some inspiration for a waayyyy future release of NTAI.AF wrote:Also, define hilly/steep/cliff. How is water different from waterland? These are things I cant do in any specific way. It would also require too much work. I have a lot of projects and right now NTai development follows the line of 'if its not broken dont touch it'.
(NTAI works soo well, that it inadvertently raises the bar of expectations very high

But when you find time for a future version (e.g. version 15.82

There is no easy solution to this. You have to let NTAI analyze maps at the start (like with mex spots)
A concept for categorizing maps types could be:
- Map has more uw metal than land metal -> water map
Map has larger than 33% water area -> landwater map
Map has more than 100 spots -> metal map
Map has more than 33% pixels with more than 20% sloop -> rough map.
Map has more than 66% pixels with more than 30% sloop -> cliff map.
As a config maker, it├óÔé¼Ôäós really HARD to make configs that works perfect with all maps. I├óÔé¼Ôäóve taken the decision not to test on speedmetal maps, and watermaps is low on list as well.