The problem so much is added and I have no effective tools fo tracking the changes save SVN commits, whcih have onyl been started recently.
You'll ahve to ask us what a tag does and write it down else your liable to have huge swathes of features completely forgotten. The human mind can only keep track fo 7 things at any one time and NTai is a very large project considering the size of Spring AI's and a lot of work gets done on it.
Two issues I will comemnt on.
Patrols::
Earlier on around XE8, back when you where working on nanoblboz 0.3 something and where still working on buildtrees, remember when I added the random movement? Around that time I had a few ideas and got very excited about them but then came a huge stumbling block. They involved patrols. The problem there isnt immediate, but think it through, a ptrol requires patrol points, but where do you put the points?? aka how do you automatically generate a patrol route without causing huge traffic jams and ramming units into buildings and mex spots and other focal points.
Units repairing and guarding
You see here I coem to another stumbling block. I have no algorithm that tells me how effective helping a cosntruction item will be and if it should be done or not. The only meaningful check I can think of is an antistall algorithm which is already done, or a tiem absed system that filters out additions ocne the time increase becomes minimal, however that would have one or two issues with it, aswell as requiring a system not planned untill XE10 to support it (a system intended to replace the existing system and resulting in a major rewrite and refactoring even larger than the XE7.5->XE8 transition and possibly even calling for a new project name(not Epic, thats something else)), and that system is months away.
So really I need help here. And while its nice to know the issues, there just isnt any motivation to put in the concentration to solving those problems when its required elsewhere.
So if you could com up with a basic algorithm telling a construction unit which factory to guard taking into account time then that would be very helpful indeed, lindir has been wanting such a thing for a while but I'm simply not motivated to do it right now, I have too much todo to think about a major burst on NTai by myself.
As for repeating buildtrees, you can pretty much ingore the repeat keyword, just never use the dont_repeat keyword or it'll fall out of the loop and do nothing. If anything I prefer that behaviour, as does lindir. The simple fix here is to copy paste the 'wolf,' part over and over again.
1. I don't seem to see Sheep guard AutoFacs, even then repair=true. What's up with that?
repair=true? hmmmm I dont get that. the keywords for guarding things might eb worth looking at. b_guardian for example being a repair nearby thigns untill there's nothing left to repair.
Also have you tried turning off the interpolation routine that inserts a certain keywordinbetween every single entry you define?
If you do nothing then wolf, wolf, wolf, becomes:
wolf, b_rule_extreme_nofact, wolf, b_rule_extreme_nofact, wolf,etc....
There's also a tag that can change the b_rule_extreme_nofact to something else.
I also suggest you look at the commander textfile in XTA buildtree for the keywords that temporarily disable and enable the inteprolation.
But putting in the equivilant of single word buildtrees is a bad idea, NTai was designed for buildtrees not build words.
However i find mass producing sheep and building the units with sheep works alright for previous incarnations fo your buildtrees. Perhaps the emphasis on emulating human style play has lead you to disconnect with the advantages NTai has in managing mobile units as if they themselves are factories able to define how they're distributed by moving around and grouping together.
But I cant really say much more as I have yet to try out NTai with your latest copy of nanoblobz. Also make sure you're using the XE9.23 build for buildtree makers.