thx :)Ok, ive been playing with this a fair bit firstly, mega congradulations, this AI kicks ass! beats all the other AIs and performs reasonably vs humans, and the raidering microing is incredibly cool!
CPU usage in the latest version is very low (look in the log at the bottom "ScopedTimer"), however memory usage is quite high at the moment. This is fixed in git though.however, the CPU usage is excessive- considerably higher than any other AI, and enough to lag my machine. Im guessing that is somthing to do with the huge amount of constant threat checks, since units seem to receive about 2 orders a second. might want to tone this down until the system usage is reasonable.
Agreed, this will be going in the defensive model for the new major release.with defences, with both XTA and BA a quick and easy way to implement defences effectively is place an imperative to build one the cheapest defences (xta missle towers/BA llts) within 200 of metal extractors
This could be a very good idea actually, I'll work it out.AIs also play TA mods far better when they have build in build orders for labs (ie, instead of making random shit mix of units, they follow a sequence from a txt file. To hide this, you could have 5-10 diffrent lab build orders in the file so it varies between them)
Also on the todo list already :)the other thing that would greatly improve playing performance is to implement reclaiming- ie, for metal piles worth over 50, cons can have an action to reclaim them. increase the priority of reclaiming in proportion to the quantity of metal in wrecks and the distance of the wrecks from the con. in BA/XTA, have fark/necro performing purely as reclaimers.