The problem is that the system for the AI is incredibly primitive, it just kind of does a loop of checks, and if x is met it does y, if not it does z (it's just a bunch of if/then loops with percentage weights on various units at certain times. it doesn't give any options as to what the ai does or doesn't know. the AI as it stands can only know everything or nothing.
My interest is in making it so even if it knows everything it's not able to use all that information unless say the units are in range of/detected by a base (IE BaseDEFAULT/BaseEXP01 where BaseXXX is the name the scripts give all structures in a given build radius) or a unit (IE a unit in ATTACKForce01/DEFENCEForce01/SCOUTForce01 where XXXForce is the name of all units included in a given unit. when a group doesn't have the sufficient number of desired units (IE maybe 3/4 riflemen squads, 1/2 rocket soldiers, 2/2 titans and 2/2 Wolverines) it would only build units specifically for that purpose (and immediately groups it with them upon completion)
Rather than Unit is X distance from Base > Move all units not attacking enemy base to move to position of Unit until they can attack then > Attack Unit (which is what it is right now)
Estielle
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