^^; However, in my quest for perfection, I've run into a problem...
The problem's within the lines (at least it should be) :
AI -- *ALERT: [strong "Core/Strategies/BuildBaseStrategy.ai"]:1359: attempt to compare number with string SCAR -- Could not execute rule: AI_Think
Ignore all the other stuff about donations and unit strengths, I'll fix those later and they were never a problem before (never caused an AI problem pause).
Now see, the thing was, I added a new unit to a race, and I've been poking and prodding to figure out how the skirmish AI would use them.
Well, as soon as I figured it out, I even gave one of them a specialized ai script to use. ...I put everything under the right directory and changed all the names as they should be. ...with me kinda' worried about the direct spawn command I gave it (where it summons troops)... but I'm pretty sure that wouldn't be the problem here as that unit isn't even in summoned whenever the ai plays (as well as two other units I made for the team).
.... let me see if I can make this more specific...
Line 1359 within BuildBaseStrategy.ai would be:
if (iCurrentInstances < iCount and self:RelicRequired(sName)) then
In whole it looks like this:
-- Check if we need a Relic if (iCurrentInstances < iCount and self:RelicRequired(sName)) then -- Check AI settings and relics if (not CpuManager.AISettings.bRelicUnits or not self:HasRelic()) then iCount = 0 end end
I NEVER touched the Core files, btw. I did exactly what the ReadMes and notices told me: DO NOT touch the Core files.
Never did. So obviously it's having a problem reading my race files.
...now I have a question, would it have anything to do with the
function ChaosBuildBaseStrategy:BuildFlexible()?
Because I added the unit names in there when they weren't referred to at all within the following strings...
-- Dynamic research item syntax: ResearchName, MinTier, RequisitionCost, PowerCost, MinSquadCap, MinSupportCap, SquadName, SquadMinCount local iArmyStrength = cpu_manager:GetArmyStrength() local iCommanderSquads = self:CountSquads("chaos_squad_lord") + self:CountSquads("chaos_squad_sorcerer") + self:CountSquads("chaos_squad_sorcerer1") local iInfantrySquads = self:CountSquads("chaos_marine_squad") + self:CountSquads("chaos_squad_raptor") + self:CountSquads("chaos_squad_khorne_berserker") + self:CountSquads("chaos_noise_squad") + self:CountSquads("chaos_plague_squad") + self:CountSquads("chaos_rubric_squad")
...sorcerer1, noise squad, plague squad, and rubric squads would be the ones that were never referred in the following strings... not sure if that has anything to do with it.
Afterall, the AI seems to have an easy time spawning my noise squads (despite not knowing how to upgrade them...... could that be another problem?).
Another possibility is the sorcerer1's ability to direct spawn. I haven't added its spawned squad ANYWHERE in the AI yet (which I'm assuming should have its own specialized ai script - much like the honor guard for the ethereal). That might be another problem.
.....yeah, that's a ton of problems now that I list it.
I was just hoping someone with some ai skills could help me out here. ^^;
Just want the darn AI to figure out my new troops by now (I can use them perfectly, obviously).
---of course, if you need extra information, just tell me where you need that information from and I'll gladly post it. Thank you~!