Engine Of Darkness wrote:Well they Still Shoot at death Buildings and Also they Build a torpedo launcher into the shipyard:

Haha, nice pics. I found another related bug last night after uploading 2.21, but I'll continue to work on this.
Engine Of Darkness wrote:Also the AI needs more Spacing, it happens that the AI builds at the borders and the units never leave the factory:

I noticed this too. I need to have it turn the building away from the edge of the map so units can exit properly.
Engine Of Darkness wrote:Also they builder vehicles stop to build after about an hour, even if there's still room and need for more resources / bigger armys.
Endgame AI needs a lot of tweaking still.
Engine Of Darkness wrote:I also noted that somtimes when a mex is destroyed they never build a new one (happens only later ingame, when the builders already stopped building).
I also noted they didn't upgraded the mexes a second time (in LLTA you can, the upgrader ai also works with it).
Upgrading still needs a bit of work. I fixed it a little last night, and I'll see how those fixes worked out today.
Engine Of Darkness wrote:They also build now in LLTA and searching enemys is working most of the time, but sometimes the units are like "i want into the base of the enemy". Well there's nothing wrong with it until you have the scenario in the second pic, an army of enemy units next to your base.
This should be remedied once the "attacking dead enemies" thing is resolved.
Engine Of Darkness wrote:Do I guess right if I say that nanotowers are not able to build something (LLTA has a tech4 nanotower which does this)?.
Correct, nano towers currently only are given a Patrol command, so they repair and build, but thats about it.
Engine Of Darkness wrote:And things I found very good are "reclaiming of enemy units", I really had to laugh when I saw this.
:) They're usually too slow to run away, and have no weapons, so I figured at least do some damage and get some resources before getting "asploded".
Engine Of Darkness wrote:- The mexes should be build first, then energy or a factory
It decides dynamically what to build. It won't, for example, build metal extractors if it's full of metal already. This helps support non-standard starting conditions.
Engine Of Darkness wrote:- defense should be allowed as soon as the AI has build atleast one factory
Yup, that is what it is supposed to do. Sometimes it runs out of resources to build defenses.
Engine Of Darkness wrote:- units stop building for some reason, and don't start again (see pic)

In theory, it should build a factory, a few defenses, some resources, and then go scout for enemies. It probably got stuck waiting for sign of enemies with no scouts to send out.
Engine Of Darkness wrote:- when an enemy unit passes the commander, he shoots at it. When the commander was helping to build, the looks at the "to be build" building but doesn't start to help
Can you be more specific?
Engine Of Darkness wrote:- way to expansion happy if there's still enough room in the "Backyard"
This should be fixed after it plays the map 2 or 3 times.
Engine Of Darkness wrote:- transportation units are senseless for ai right now, turn them off (or try to turn them off if they have no weapons) see this pic why!:

After it plays a game with them and finds them useless, it should stop building them automatically.
Engine Of Darkness wrote:- AI doesn't make use of all available Units (noticable in LLTA)
It picks them randomly at first, since it doesn't assume any particular strengths or weaknesses initially. Should get a bit better after a few games.
Engine Of Darkness wrote:- Units get stuck in Factors sometimes (see pic, maybe a problem of spacing?!)

Yeah, I need to rotate the factories.
Engine Of Darkness wrote:- totally refuses to build any shipyards now.
This is an issue with this map, as the steep slopes into the water prevent some constructors from building shipyards.
Engine Of Darkness wrote:- Ai Needs to think more tactical (If their enemy builds an krogoth, they sometimes just drive by to kill some lonely, weak unit. the AI should try to destroy mass- destruction weapons as fast as possible.
Almost no effort has been spent on Attacking AI yet. (Soon to come!)
Engine Of Darkness wrote:- sometimes when buildings get destroyed the AI which buildings where destroyed is staying on one spot, doing nothing. (both units which fight and units which build)
Can you be more specific?
Engine Of Darkness wrote:- the Com moved to the upper left corner (in the water) for unknown reasons(while his base got destroyed to hide there? (what an ass

))
Yeah I saw this once. It's pretty rare and hard to track down.
Engine Of Darkness wrote:- The "shooting at nothing" bug also appears in XTA.
An issue with not properly removing enemy buildings from target list.
Thanks for the feedback! Any things you noticed that you really like so far?
-QMan