Kloot wrote:There are no overrides between the build-items of any two builder types; all of them get processed independently. The conditions under which an idle armcv may build a solar can differ completely from the conditions that govern when an idle armcom may build one.
What? So CV (in the example file you provided) is going to make this smart choice with all the "MinGameFrame" and "MinEnergytorage" awesomeness, and commander will just make one regardless? And if I want conbot to make one I'll have to copy over the entire block from CV? Nonononono.... Can there be a separate section in the file? (I don't see any problem with that, so if you don't understand this I'm probably not explaining this correctly). This will also make all the builders buildlists so much easier to read, change, navigate... Again - separate section with "buildees", from where all default values are read, and any specific builder can override some of them in his personal section.
Kloot wrote:What I can do is extend the config format so that the builder- and attacker-subtables can be defined in separate files, and included into the main ModMap.lua by referencing their names. Acceptable?
Oh, you decide :) I just wanted to make point about necessity of per-mod configs. (And then wow! How easy is support for every new map! You just copy-and-rename some existing config! Hooray!)
Kloot wrote:I'll see about a spacing option.
Suggestion (style mocking your cfg format):
[porcStructType="llt"]
[0] Placements = "300, 200"; "12, 435"; "50, 125"; "45, 90" ....
[1] MinSpacing = 10
[generalPorcPlacement]
[0] Placements = "400, 100"; "122, 43"; "61, 325"; "5, 900" ....
And when certain con has this structure in his current task, it will:
- look for the closest of the "Placement" spots, if possible (not occupied, can reach this spot, threatmap etc) build it there
- look for the closest of the "general porc" spots
- if none of the spots is available, will build it elsewhere, but not closer then 10 units from any other llt.