AAI 0.60 released (win + linux version included)
Moderators: hoijui, Moderators
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
yeah on second thought's it's a lot more complex than initially limiting based on time...
I'm trying to think up a way of doing it without altering the priority replacement thing. A lower intial limit would let it priority build a few builders of each type, then build some raiders/defenders/scouts, then up the limit and priority build the rest of the construction force. as the game wears on the limit will go up and more builders can be produced, based on the metal availible.
that won't solve the ai stalling when it builds an adv. kbot fac in xta and tries to pump out 3 decoy coms when it could be making fighters though. Is it possible to catagorise the builders into tech 2/tech 3 and limit them separately?
How does the builder effectiveness decision that stops the ai sometimes building beavers work?
I'm trying to think up a way of doing it without altering the priority replacement thing. A lower intial limit would let it priority build a few builders of each type, then build some raiders/defenders/scouts, then up the limit and priority build the rest of the construction force. as the game wears on the limit will go up and more builders can be produced, based on the metal availible.
that won't solve the ai stalling when it builds an adv. kbot fac in xta and tries to pump out 3 decoy coms when it could be making fighters though. Is it possible to catagorise the builders into tech 2/tech 3 and limit them separately?
How does the builder effectiveness decision that stops the ai sometimes building beavers work?
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
How about uploading a version with modern buildtrees? AA 1.46 has been around for quite long. Newbies shouldn't suffer with all this config copying around. I've seen it happen like 10 times now. Including myself. :)unpossible wrote: Sub, how about a quick reminder/hint on the first post about how to make new copies of the cfg files so AAI will work with the most recent versions of mods to help the AAI noobs?
Just a suggestion.
AF, sorry, here are some lame excuses
1) I was lazy (still am)
2) I was busy (still am)
3) I'm such a noob in AA
4) I kinda somewhat lost my faith in unit-based buildtrees. If you build your first conbot, you obviously build different things (say, mexxes or solars) than with your thirtyfifth conbot (help the adv conbots or the L2 lab or sth). Planning should have a decisive top-down element.
5) You added features and I couldn't keep up. (That's not a bad thing!)
6) My current computer is quite slow for testing AI:s.
1) I was lazy (still am)
2) I was busy (still am)
3) I'm such a noob in AA
4) I kinda somewhat lost my faith in unit-based buildtrees. If you build your first conbot, you obviously build different things (say, mexxes or solars) than with your thirtyfifth conbot (help the adv conbots or the L2 lab or sth). Planning should have a decisive top-down element.
5) You added features and I couldn't keep up. (That's not a bad thing!)
6) My current computer is quite slow for testing AI:s.
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09