YMSAI brainstorming
Posted: 28 Jun 2011, 21:35
So I've been working with YMSAI, a fork (or perhaps continuation) of SchwarmAI.
I added logic to it that would send it's army to any point where a unit was killed by enemies.
One of the problems with this logic was that it could not fight effectively in two areas at once, because it would send the ENTIRE army to any point where fighting broke out.
So I added code that divided it's army into four squads and sent ONE randomly selected squad to any point where a unit was killed by enemies.
Is there anything you think I could do to improve the squads feature (make it handle squads better or something), or should I move on to the next improvement I plan to make (bring back cloning without paralyzing it's economy)
Oh, and if anyone wants to help out with YMSAI, please do.
I added logic to it that would send it's army to any point where a unit was killed by enemies.
One of the problems with this logic was that it could not fight effectively in two areas at once, because it would send the ENTIRE army to any point where fighting broke out.
So I added code that divided it's army into four squads and sent ONE randomly selected squad to any point where a unit was killed by enemies.
Is there anything you think I could do to improve the squads feature (make it handle squads better or something), or should I move on to the next improvement I plan to make (bring back cloning without paralyzing it's economy)
Oh, and if anyone wants to help out with YMSAI, please do.