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People mostly play vs AI to get some lategame action. Currently the buildlayout of E323AI is very cruel: "Get the first spot that has atleast a radial spacing of R". This creates really bad deadlocks in lategame, which the engine has to solve (and often takes a lot of time for it).
Instead I'd like to propose a BuildMap that keeps track of all units, both mobil, static and buildings that are queued in tasks (each in different layers). This will also enable the improvement of defense capabilities.
The text was updated successfully, but these errors were encountered:
I hope this issue includes the problem when AI builds non-mexes upon metal spots (valid for non-metal maps), then when time comes to build a mex AI tries to build it as close as possible to building which occupies the spot.
People mostly play vs AI to get some lategame action. Currently the buildlayout of E323AI is very cruel: "Get the first spot that has atleast a radial spacing of R". This creates really bad deadlocks in lategame, which the engine has to solve (and often takes a lot of time for it).
Instead I'd like to propose a BuildMap that keeps track of all units, both mobil, static and buildings that are queued in tasks (each in different layers). This will also enable the improvement of defense capabilities.
The text was updated successfully, but these errors were encountered: