I tried to at least decrease the problem by calculating a roadmap at the start of the game because the ways aren't influenced by buldings and troops at this time.
That was the reason I added cpu_manager:GetShortestPathingDistance() some month ago. It does count pathing distance from all bases to all LPS and all bases to all bases at gamestart. One problem (which I wrote to Relic buglist month ago) is that cpu_manager.terrain_analyzer:GetPathingDistance() is returning strange values since DoW 1.2 or 1.4 (not sure) They are much smaller than they used to be. Something like 80 from furthest base - base at Kasyr Lutien. You can still use them for comarison but can't use them as absolut values if you still expect values > 500.
To be honest, at the moment I'm completly exhausted and want 1.6 out and off the table.
I completely understand. It was same for me with 1.3 and 1.5.
I just fear that 1.6 may be slightly inferior to 1.5 with certain setups. You told Excedrin that 1.6 (like 1.5) isn't well suited for 1vs1 with good players. So it should be good at big battles BUT some build programs seem to be inferior to 1.5 using a general fast vehicle tech approach.
I will be honest. I will use parts of 1.6 for dowpro AI (thanks for your ok) but the build programs just don't cut it for me - yet.
Do you remeber our discussion while 1.4 was slow teching to vehicles ? You stated that fast vehicles are very important - and you were right on. So I tried to streamline 1.5 to keep a basic army just to survive going tier2 to vehicles. Players seem to like it though good players killed it fast with rushes. I just fear that infantry heavy build programs just don't cut it. The AI is dead on doing them BUT fails taking advantage for map control and resource dominance. Therefore it gets behind in the tech race, much more than with 1.5 IMO.
I just wanted to let you know. I would love to see 1.7 using 1.5 flexible tech to vehicles with build programs triggered by setup and AI fighting for map control. Currently AI (both 1.5/1.6) is too passive fighting to gain the upper hand at SPs.
Thanks for your great work and good luck for the future. I was a bit pissed while you took 'control' of the AI mod by your superior coding abilities while I felt it was kind of 'my' baby but I see it is in very good hands and I found my place with DoWpro. Don't dare to invade this :-) !