So you are talking about mines when the AI has full 20 vehicle/inf cap on the field and enough resources to replace casualties fast, right ? Only then mines make any sense IMO.
Right, mines after AI has done everything else and is still standing around waiting to be attacked. Mines after AI has built all the turrets it is going to build. Mines at the very end of the list of priorities. Mines only make sense if the AI engineers are just standing around doing nothing and the buildings have stopped producing while the resource reserves are building up towards infinity -- then and only then give the AI builders something to do to spend those excess reserves laying mines.
The build programs can't control the amount of mines to be built. The counting rountines for buildings doesn't work with mines and the build controller uses those rountines.
If Thudo's trick of making the mines costlier as the AI tiers to the next level doesn't provide the necessary control, then we'll just have to leave the thing the way it is and forego the mines. But, if Thudo's trick works and if you want to let the AI go as far as it can go and be all that it can be, then the AI should be allowed to lay mines after it has gotten done with all the other things it is going to do.
There is no cap on mines and no restrictions on placement of mines, so the AI can in theory become as powerful as our laziness lets it become just by building mines after all else is built and done. Mines are not an evil thing, especially if you are wanting the AI to be all that it can be.
Edited by ThetaOrion, 15 January 2006 - 12:25 PM.