Does anybody know how to configure AI to function in a custom map? I made a map that is significantly different from standard game play and the AI simply does not know how to function logically in this environment. I need to figure out how to structure the AI to participate in the game fully in regards to usage of resources (I'm only using Terrazine) and structure build order and the "requirements" that the AI normally would expect before completing an action. Specifically. . . .Terrazine auto generates from each building constructed. The more you build the more terrazine you generate periodically. I simply want the AI to recognize this and to focus on building the structures I have provided and to strategically train and use troops. There is no harvesting or "Expansions" in this game. . . .Just building and attacking.
There is no "make the AI start thinking strategically" command. Every order you want the AI to do, from building structures to massing forces to launching attacks, has to be programmed on a unit-by-unit level.
As long as you assign a ladder of "points" for each building that you have (with escalating points to the most sought after target etc)) (that's in the data don't know how well the overrides work :D ) and you tell them to attack then they should use the unit you make for them (bullies"?) .. i use the melee multiplayer and cover it with my units .. it generally works well..
i totally agree solid, i have always used the "default melee ai" with "my" units (that the melee units'ai does not "really" comprehend) because i felt ill at ease designing one properly.. and i've seen it do quite fun shit.. considering the rather "narrow" interpretation i saw in the data and trigger i provided it on top of the engine's "normal triggers.
Lately, i used the brood lord weapon /behavior and placed it on a building. The building makes soldiers and at the start it is trigger ordered to attack another building that is out of reach of its conventional weapon. The result is it made a mesh of the unit's data being spawned, the unit's own data and the type of attack/target it was given (not to mention the "die out" after "x" sec allowing for the units to circle the whole 256/256 map...).
The other effect is 6 of those buildings in relative proximity (but not conjoined) spawning 3 units as the brood lord does "in preparation" makes a formidable squadron of soldiers circling the map (reacting quickly to any of my heroes (units they don't know) :°P ) all on its own...
Admittedly i've only started on autocasting (which is like creating an attack behavior) abilities to make my heroes different and make npc (map boss/units) worth fighting several games in a row and i realize just how much you can "flourish" and enrich the components of your map/units towards it displaying signs of "intelligence".. things you didn't ask for specifically but organically still happen repeatedly (by the way, so hard to test this level of complexity even in the map you yourself are doing (weird to say the least))..cw20
but however much input you put in.. the result will always be .. mmm .. "filtered" "enriched" or devolved by the engine putting it all together <3
That was why i agreed to say the ai is dumb.. but looking more closely .. i think i meant the engine is rolling.. it can't be smart, it needs to roll on.. whereas the ai might conceivably evolve or create, the engine seems destined to "fix" and therefore to refrain/erase etc behaviors or actions that might be a boon to the end result.