Map-dependant, bro.. and yeah it happens.. sometimes even in other RTSes but its rare.. thankfully.
You were referring to the building spamming? It's just due to the way the building program handles incomplete buildings that it's given up on. For one, it should delete them because it will try a new instance soon anyway, and for two, once this happens it seems to remember the need to retry the same building no matter what, which causes the spamming. I might take a closer look at the code some time to find where the problem is exactly, but yeah, this is Core and more like your job.
Edit: hmmm would like to know what you've changed? There are still a few things to add to a possible 3.30 AI.
Most of it was related to the specific changes my mod introduces, so not useful to you. Hm, let me think.
One of the things I did that you might want to consider was cancelling that part of the build program strategy where it reverts to buildprogram 1 if a rush is aborted. This is generally a bad thing when the AI does it, IMO. I mean if you've teched up to tier 2 and laid down a vehicle building, and something gets close to your base, it makes sense to continue what you were doing and start churning out the vehicles you teched for so you can defend it. Instead of sinking your remaining requisition into a barracks and possibly armory because you're now following a build order that requires barracks.
So what I did was leave the code that cancels the rush alone - so it is now free to build units as it can - but commented out the buildprogram changing:
if (self.m_iPrepareRush > 0 and cpu_manager:GetCriticalSituation() > 0) then
-- Abort rush
aitrace("ABORT RUSH")
self.m_iPrepareRush = 0
self.m_iFinishedRush = 4
-- Switch to standard build program
-- Markus Ramikin: Actually the changing of programs tends to end worse than continuing it,
-- so I'm turning that off fow now
-- self.m_iCurrentBuildProgram = 1
end
In my experience observing AI since then, that tends to work out pretty well, especially compared to how screwed the computer was before if a rush was interrupted. So just something to think about if you want.
Other than that... hm, I don't suppose that stance-changing stuff I'm so happy with is something you want, since vanilla units are generally good at either one thing or another. The only reasons I wanted it for my mod is that 1. I made chaos horrors good at melee vs infantry, so they want to fire at vehicles and buildings but go into melee vs infantry, and 2. I made GK storm bolters particularly good against light infantry, so it makes sense for them to just shoot instead of chasing cultists and stealthsuits uselessly. But if you're interested, I can post it.
I'm a bit busy today so won't do it now, but soonish I'll update my changelog and look through it to see if anything else looks like it might be useful. But I seriously doubt I've come up with anything you guys haven't. You're the experts, I'm the newbie, remember