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[AI] AI editor attacking waves problem

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Well, I'm not very good with AIs but I can suggest you a pair of things that may be useful:
1- Make sure the waves have some delay: this will give the AI the time for building up its army again.
2- Check the AI options: Group Retreat can make the AI to fall back the enemy has too many units (even before it starts attacking, I guess... my AIs did something like this) if.

It may also be both of the two possibilities: maybe the AI doesn't even attack because it has a 0 seconds delay from one wave to another and the enemy has more units than him...
That's the best I can thing now, hope it will be useful for you! :smile:
 
Well, I'm not very good with AIs but I can suggest you a pair of things that may be useful:
1- Make sure the waves have some delay: this will give the AI the time for building up its army again.
2- Check the AI options: Group Retreat can make the AI to fall back the enemy has too many units (even before it starts attacking, I guess... my AIs did something like this) if.

It may also be both of the two possibilities: maybe the AI doesn't even attack because it has a 0 seconds delay from one wave to another and the enemy has more units than him...
That's the best I can thing now, hope it will be useful for you! :smile:

1- The AI attacks when its forces are assembled and nothing earlier. Even if the delay is 0, it will wait until it doesn't get all troops required for the attack. In my case it gathered enough of them.
2- Group retreat is disabled

Anyway, I discovered the reason. When I made custom town hall buildings, instead to just writing over the original town hall, I made a new unit out of it (including both upgrades). But for some unknown reason the AI the 2nd tier hall didn't recognize also as 1st tier hall, as it does in standard AI. It went to build another town hall. With the help with conditions I was able to bypass this, but it stopped in the problem I described above. I still don't get why this town hall problem

A very well AI is coded by actions

Well, I don't need an extremely complex AI, because the computer doesn't need to be very smart, just able to attack and rebuild stuff, nor I have complex systems, actually no trigger spells etc to avoid messing with triggers when transferring maps in campaign map files.
 
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