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AI defensive targetting overland

This particular one was huge landmass and the home continent was particularly large. The AI is also draconian.
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(August 28th, 2017, 14:41)stSeravy Wrote: The Doomstack is an exception, but it has to actually step on a land tile by chance to be able to target a lair on that continent - intercontinental targeting recognizes units and cities only.

This might be the issue, doomstacks have this tendency to go to the sea seemingly attracted by the human player's continent and then they can't get the fat loots on the starting continent. Fix this one and imho the amount of resource cheating necessary for the AI might well be decreased.
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(August 29th, 2017, 03:01)Arnuz Wrote:
(August 28th, 2017, 14:41)stSeravy Wrote: The Doomstack is an exception, but it has to actually step on a land tile by chance to be able to target a lair on that continent - intercontinental targeting recognizes units and cities only.

This might be the issue, doomstacks have this tendency to go to the sea seemingly attracted by the human player's continent and then they can't get the fat loots on the starting continent. Fix this one and imho the amount of resource cheating necessary for the AI might well be decreased.

The problem with that one is, it can't use the list of map targets because those use the accurate army strength calculations while this uses the simplified, the two numbers aren't compatible and can't be compared.
Last time I tried to call the army strength calculation from here, it crashed the game for an unknown reason.

I guess I can try again, maybe something was wrong in the code. If that worked, it would also fix the land-sea oscillation bug and make the attack decisions more accurate (considering buffs and such on units)

...nope, it's still crashing.

There is one more thing I can do however. I could look at lair data directly and calculate the strength of garrisons based on the number of units.
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