1 |
To clear up the situation:
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1 |
To clear up the situation:
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2 |
* AI_1 + Bot_1 are CAIs. AI_0 + AI_2 - Circuits, dev version.
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2 |
* AI_1 + Bot_1 are CAIs. AI_0 + AI_2 - Circuits, dev version.
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3 |
* 0.7 yet doesn't exist.
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3 |
* 0.7 yet doesn't exist.
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4 |
* CAI as a lua synced gadget has unmatched benefit: when ai hoster quits it won't die. With 99.0 engine native ais seems to be alive on hoster's reconnect, but it's bugged (like processing all events from begginig of the battle). Also i'm not sure, are commands from CAI travel into network or traffic is free of them?
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4 |
* CAI as a lua synced gadget has unmatched benefit: when ai hoster quits it won't die. With 99.0 engine native ais seems to be alive on hoster's reconnect, but it's bugged (like processing all events from begginig of the battle). Also i'm not sure, are commands from CAI travel into network or traffic is free of them?
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5 |
\n
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5 |
\n
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6 |
At current stage Circuit still has much benefit from CAI's presence:
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6 |
At current stage Circuit still has much benefit from CAI's presence:
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7 |
* radars (threatmap uses info from them and Circuit is too lazy to build own radars)
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7 |
* radars (threatmap uses info from them and Circuit is too lazy to build own radars)
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8 |
* better defence, as Circuit won't change targeted position until unit idles.
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8 |
* better defence, as Circuit won't change targeted position until unit idles.
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9 |
* other factories, etc.
|
9 |
* other factories, etc.
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10 |
\n
|
10 |
\n
|
11 |
Current
military
behaviour
is
like:
fight
closest
seen
enemy
position
weaker
than
attacker,
sending
units
one
by
one;
scout
random
position
if
no
weaker
enemy
registered.
|
11 |
Current
military
behaviour
is
like:
fight
closest
seen
enemy
unit
weaker
than
attacker,
sending
units
one
by
one;
scout
random
position
if
no
weaker
enemy
registered.
|
12 |
\n
|
12 |
\n
|
13 |
Frankly
i
believe
the
reason
people
failed
is
that
they
expected
yet
another
CAI
(
suicide
groups
of
units
on
DDM
porcs)
,
thus
no
scouts,
little
help
to
weak
points,
usual
playstyle.
AI
still
sucks,
should
lose
to
rush.
It
was
just
lucky
this
time.
This
replay
is
only
a
marketing
move
:)
Multithreading
rules!
Although
only
insignificant
part
actually
threaded.
|
13 |
Frankly
i
believe
the
reason
people
failed
is
that
they
expected
yet
another
CAI
(
suicide
groups
of
units
at
DDMs)
,
thus
no
scouts,
little
help
to
weak
points,
usual
playstyle.
AI
still
sucks,
should
lose
to
rush.
It
was
just
lucky
this
time.
This
replay
is
only
a
marketing
move
:)
Multithreading
rules!
Although
only
insignificant
part
actually
threaded.
|
14 |
\n
|
14 |
\n
|
15 |
Features like threatmaps (implemented yet not tweaked), pathfinding (threat avoiding), less builder suicide are planned for 0.7 version.
|
15 |
Features like threatmaps (implemented yet not tweaked), pathfinding (threat avoiding), less builder suicide are planned for 0.7 version.
|