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Better placement of buildings


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#1 LarkinVB

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Posted 25 January 2005 - 12:44 PM

AI is sometimes building at bad places far away from base. Here is a possible solution to force building near base. Modify strategy.ai and replace nil value in

self.AddPlan( self, BuildBuildingPlan( id, nil)

with

self.AddPlan( self, BuildBuildingPlan( id, cpu_manager.cpu_player:GetStartingPosition() ) )

Not tested yet because I'm at work with no DoW at hand :-)

Edited by LarkinVB, 25 January 2005 - 07:07 PM.


#2 thudo

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Posted 25 January 2005 - 01:57 PM

Thanks Larkin! This is the sorta thing we need to ensure he keeps close all his important assets! Will be testing this.
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#3 LarkinVB

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Posted 25 January 2005 - 07:08 PM

I tested and it seems to work ! No more generators at the frontline :-)

#4 thudo

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Posted 25 January 2005 - 07:11 PM

Excellent! This is pretty big! Btw, what about other buildings? Will he build, say, vehicle buildings on the same parcels of land? Good work Larkin!
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#5 Corsix

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Posted 25 January 2005 - 09:03 PM

Hmm, this could lead to AI building mutltiple bases. (global variable specifing which HQ to build near to...)
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#6 thudo

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Posted 25 January 2005 - 09:46 PM

Wow! Things have turned for the better! With Larkin's help, the SKirmish AI is unreal now.. keeps all his buildings in his main base, is VERY offensive (ouch!) and researches the entire tech-tree as he should. No issues. Talk about night/day since the weekend! Bravo!

Having the AI build a secondary full-functional base would be incredible achievement but should only be available where req/power permits. He would have to upgrade the HQ to the various addons + build some minor base defenses OR have a semi-large troop presence.
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