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AAI excessive scouting?
Posted: 09 Apr 2006, 04:17
by Trix
Has anyone else been bothered with AAI kinda overdoing the whole scouting thing? Me and a friend played vs 2 AI's yesterday. One of them seemed to give up after building two metal extractors, but the other one churned out a couple of labs and sent a couple of L1 rushes at my defences
then.. the scouting started.. he had 5 con k-bots assisting a k-bot lab and just churned out fleas, fleas, and nothing but fleas.
I've had the same thing happen in single player as well.
Anyone know the cause for this, and perhaps a remedy?
-Teh Trix
Posted: 09 Apr 2006, 08:17
by yuritch
AAI tries to replace lost scouts immediately. The number of scouts is specified in mod config file, usually ranges from 2 to 4 (depends on mod). That means that until it has 4 scouts alive, it won't build anything but scouts. The same goes for con. units, they too have limit and will be replaced ASAP if lost.
You can edit the mod config for the mod you are playing (look in <Spring folder>\aidll\globalai\aai\cfg\mod\<Name of the mod>.cfg, those are text files, look for line MAX_SCOUTS 4, edit as appropriate), but setting scouts to 1 will reduce scouting efficiency.
Posted: 09 Apr 2006, 17:02
by AF
Either that or somehow AAI has a huge efficiency value for fleas and believes fleas are the most cost effective unti it can build.
Posted: 10 Apr 2006, 16:09
by Neddie
AF wrote:Either that or somehow AAI has a huge efficiency value for fleas and believes fleas are the most cost effective unti it can build.
That would be an exceedingly humorous position, considering...
Posted: 10 Apr 2006, 17:15
by Drone_Fragger
Yup.
Although i did once kill 20 bulldogs with about 100 heavily microed fleas in ota. Although I did only have 5 left at the end :D
Posted: 10 Apr 2006, 18:03
by submarine
aai will never use scouts as combat units no matter how efficient they might be
Posted: 10 Apr 2006, 20:18
by AF
*a glimmer of hope for AAI has died and a necessary change exposed*
AF salutes you