Re: Patch Launching Today and Patch Notes 6/22/20
@Aeternus_EA
Will a Brutal AI be added at some point. Just food for thought.
Skirmish AI tends to stagnate after the first couple of waves (if you're still alive after 15 minutes, you're going to win). The AI appears to turn full * mode after a match reaches 15-20 minutes, depending on Map. Large Open Maps don't have as bad of an issue, but high-detail maps are the worst for it. The problem is with the AI running out of money due to Harvesters getting stuck among the common rabble and unable to move. It is a bit of a Base Building issue as well as a path-finding issue.
I tend to take the approach of fixing this in Custom Maps using Base Building Distance code. Adjacent=2 for normal buildings and Adjacent=5 for defences, with BaseNormal=no for defences to dampen Base-Walking.
I know that is an extreme way of fixing the issue, and not something for permanent employment, but it can reduce the AI Ore Trucks from bugging out due to someone parking on a Ore Refinery. A better solution for this is to add code (behaviour) to prevent a non-harvester/ore-truck unit from parking on a Refinery. If a non-harvester/ore-truck unit is stationary on a Refinery Cell for time=X, use debug 'Sell_Unit' directly from Cell Flag=DONOTUSE_IF Refinery belongs to human player. Just a concept for drastic action in drastic cases. Some of us prefer PvE over PvP.
Will a Brutal AI be added at some point. Just food for thought.
Skirmish AI tends to stagnate after the first couple of waves (if you're still alive after 15 minutes, you're going to win). The AI appears to turn full * mode after a match reaches 15-20 minutes, depending on Map. Large Open Maps don't have as bad of an issue, but high-detail maps are the worst for it. The problem is with the AI running out of money due to Harvesters getting stuck among the common rabble and unable to move. It is a bit of a Base Building issue as well as a path-finding issue.
I tend to take the approach of fixing this in Custom Maps using Base Building Distance code. Adjacent=2 for normal buildings and Adjacent=5 for defences, with BaseNormal=no for defences to dampen Base-Walking.
I know that is an extreme way of fixing the issue, and not something for permanent employment, but it can reduce the AI Ore Trucks from bugging out due to someone parking on a Ore Refinery. A better solution for this is to add code (behaviour) to prevent a non-harvester/ore-truck unit from parking on a Refinery. If a non-harvester/ore-truck unit is stationary on a Refinery Cell for time=X, use debug 'Sell_Unit' directly from Cell Flag=DONOTUSE_IF Refinery belongs to human player. Just a concept for drastic action in drastic cases. Some of us prefer PvE over PvP.