Posted: Thu Dec 03, 2015 8:31 pm Post subject:
AI Pathfinding
Subject description: Non-Ares Thread
Hey,
I know a lot about the AI flags and what you can manipulate like stray, or gathering distance or quitting ai scripts that couldnt be dissolved in rulesmd.ini and aimd.ini and I couldn't in one years work get a solution for all(!) map instances (even using Ares). Infact each map with a lot of water is highly in danger of being unplayable with the AI.
*If the script says regroup at friendly base and right in front of the base is a lake it can result in the AI get stuck.
*Bridges are likely to get clustered.
*Ai can be stuck if map resolves around a huge lake, where there is an island in the middle and the AI is stuck because it thinks that the island is the gathering point before attacking.
Worst thing is the resulting lag - there must be a ways to get around this: what is your experiece with conquering this issues?
Bridges aren't so congested as single cell path. Could avoid large team size, can also use AvoidThreats in
some of the less powerful teams.
Regrouping/gathering can be removed from scripts, though it is useful in iron curtain etc.
Maps should be well tested with AI to fix such issues. Terrain could be adjusted around water. Maps could
override rules params or change the scripts. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum