--random turrets for choosen LP if num_turrets < math.random( 2,4 ) then
This is bad as it will eventually max all points to 4. Remember that this function will be called multiple times so num_turrets for a single LP can be 2 at first but 4 later on.
2. attackplan.ai
self.num_units = math.random(5,9)
Very bad as it will force the AI to gather 9!!! units at times to attack. This is sheer madness and will decrease AI efficiency. Yes, I tested this too. Set self.num_units = 9 and play. Default was 4 so if you think you have to tweak this do it in a sensible way like rand(4,6).
3.
--LarkinVB build turrets at base facing enemy if cpu_manager:IsTurret( self.item_id ) and at_base == true then tmp_pos.x = tmp_pos.x + cpu_manager:GetBias(self.build_pos.x, bias.x) tmp_pos.x = tmp_pos.x + cpu_manager:GetBias(self.build_pos.x, bias.x) tmp_pos.y = tmp_pos.y + cpu_manager:GetBias(self.build_pos.y, bias.z) tmp_pos.y = tmp_pos.y + cpu_manager:GetBias(self.build_pos.y, bias.z) bias = base_pos end
Double entries here. If this is really what you want (not my idea) change it in GetBias()
There is more which I don't like. I already mentioned most of it but its like talking to brick wall with the standard answer "I tested and its awsome so I will keep my changes".
Perhaps its better to release my own AI mod someday. Sad you can't load two different mods for two teams so you can compare them by letting them fight each other. All we have now is very subjective playtesting.
But go ahead, its your mod, Thudo.