1) This combined with the other posts suggests serious flaws somewhere, I'll take a good look at it. Its such a pitty that I can't use the infologs to find out exactly where it crashes. I have to run the simulation myself in the gdb and "hope" for the crash to appear.FaerieWithBoots wrote:1: for some unknown reason i get crashes a lot in the late-mid/late game with the AI now. I cant point out any reason for thisIf you want i can send the infolog, however, i dont think it is very helpfull.
2: sometimes remains of attackgroups become idle after they have eliminated a player. The group (4-8 units) will sit still and idle for a while just to suddenly wake up again after 3 minutes. (something with the new merging scripts?)
3: The AI seems to perform less with a veh start then a bot start. It won more often in the .12 version then it does now in .13 . The AI benefits a lot from the cheaper bots, it enables it to perform more raids, and make more attack groups.
But!!... if you make it spam flash (remove all tags from non flash units in the vehplant :D ) It just overruns all AIs in 3v1 hahaha (ccr) it allmost looks human
4: Some ideas. Maybe they are usefull.
Is it posible to bind the probability of the construction of certain units (unit type) to a state? ie, state 1: artilery: 5% assault: 35% scouter: 60 etc. Because it often starts to build januses, stumpys or wolverines in state 0 or 1. Those have no use in BA at that stage.
Same would be usefull in the late game, you can filter out lowlevel eco buildings at higher stages, no more t1 metalmakers/solars when you have 150M/3000E.
2) Yes most likely, I have spotted this myself too and this is definitly a serious issue.
3) Yeah I hate vehicle for this reason, they are soo clumsy in terms of movement and they are much bigger. They clog up the factories, the only real way for the AI to use them would be to define precisely from what location they can assist and where they can build what. And this is a lot of work

4) Interestingly that is close to how it works now:
- It counts all the enemy types (SCOUTER,ANTIAIR,ASSAULT,...)
- Calculates the probabilities of each type (like a pie chart or roulette wheel)
- By selecting a random number r somewhere in the piechart it returns, with high probability, the unit that occurs most in the current game
- Finally a build order is given to build the unit that best counters the unit selected by the previous step. I.e. for type AIR the best counter is ANTIAIR obviously