cap on unit buildtree
Posted: 14 Sep 2006, 18:53
for a solid cross-AI evaluation of new strategies i need to force a cap on which units can be built, and which cannot. for instance, only being able to build the KBot-lab units would suffice (without an additional Construction KBot to disrupt things, of course)
i wonder if this is even possible on the level of an Engine tweak, since many AI's already have their buildtrees compiled into the .dll's (NTAI being a nice exception).
on the other hand, tweaking the XTA mod to only offer a few construction options seems infeasible as well :)
any leads are more than appreciated!
i wonder if this is even possible on the level of an Engine tweak, since many AI's already have their buildtrees compiled into the .dll's (NTAI being a nice exception).
on the other hand, tweaking the XTA mod to only offer a few construction options seems infeasible as well :)
any leads are more than appreciated!