- Joined
- Mar 31, 2012
- Messages
- 169
War3 AI has a lot of crippling issues that I have to resolve if I'm going to make large scale singleplayer maps. The first major one is that it sometimes retreats after killing 5 units or 1 tower rather than continuing to attack like in other RTS games. I believe this could be related to CaptainGoHome() so one thought I had was to dig through common.ai and prevent that from ever being called unless I expressly do so in the aiscript, but in case this is an obviously foolhardy fix, or in case someone has already solved this and I simply don't know about it, I'm posting about it now before I investigate that solution.
The second main issue is the fact that the units often chase the captain unit and outright refuse to respond to being attacked, so one guard tower can shut down an entire attack force if the captain unit gets stuck inside its range. Given War3's poor pathfinding this is an inevitability regardless of map structure, and a problem that map developers shouldn't have to deal with. Would be nice to have some sort of alternative attack handling system that doesn't require a bunch of hackneyed triggers, but failing that sorcery, it'd be nice to see a less radical solution to this issue that just makes the AI aggressive without trying to do fancy blizzard stuff like "retreating" forever while one tower kills the whole wave.
The third (because 3) thing I'd like to ask about is a surefire way to make AI expand and tech, as my peers have had issues having these things occur consistently. If there are example scripts that will handle this, and also accept entirely custom techtrees and etc, that'd be really helpful. I would also like to find a way to make the AI actually play fair with resources but I'm not holding my breath for that, since they barely ever even harvest wood consistently, let alone spend the money they get.
If any more clarification on any of these THREE issues is needed, let me know.
The second main issue is the fact that the units often chase the captain unit and outright refuse to respond to being attacked, so one guard tower can shut down an entire attack force if the captain unit gets stuck inside its range. Given War3's poor pathfinding this is an inevitability regardless of map structure, and a problem that map developers shouldn't have to deal with. Would be nice to have some sort of alternative attack handling system that doesn't require a bunch of hackneyed triggers, but failing that sorcery, it'd be nice to see a less radical solution to this issue that just makes the AI aggressive without trying to do fancy blizzard stuff like "retreating" forever while one tower kills the whole wave.
The third (because 3) thing I'd like to ask about is a surefire way to make AI expand and tech, as my peers have had issues having these things occur consistently. If there are example scripts that will handle this, and also accept entirely custom techtrees and etc, that'd be really helpful. I would also like to find a way to make the AI actually play fair with resources but I'm not holding my breath for that, since they barely ever even harvest wood consistently, let alone spend the money they get.
If any more clarification on any of these THREE issues is needed, let me know.