- Joined
- Jan 12, 2014
- Messages
- 67
Hi,
Right now i'm making a custom race which uses only 1 building , a haunted goldmine clone and expands a lot. I tried to make their AI work but after many fails i decided to focus and try with classic undead instead. However i still have several issues :
1- Acolytes refuse to build more than 1 expansion town even if i put more in build priorities
2- Their AI refuses to go forward when they don't have a Necropolis. Even if they have enough Acolytes (i put 6 on the map and put only 6 in the build priorities for example), enough supply , gold. They stop and i don't know why.
3- I wondered if the harvest priorities were and issue but adding more acolytes to the build order than need, i also added expansion harvest priorities, but nope
4- With my Custom Race AI : i test them at the same time, i add 2 computers and run the same custom AI for both of them. I don't even understand how it is possible but one of them gather the goldmine while the other doesn't !!! They have exactly the same starting units !!!
Does the AI need to gather wood itself before using it ? Giving it with triggers glitch it ?
My custom race replacment in case i did something wrong :
If anyone has another solution here is my goal (maybe goldmines are not the good way) :
I want "Neutral" villages (goldmines) on the map. Players may trade with them (it's easy with a custom unit and long distance mining). But Hostile computers corrupt each village 1 by one and send attack waves on players. The Corrupted Village must train units.The Goldmine is mainly used to have a fixed expansion location or be able to build a specific building ONLY on it (let's say a "secured village"). I added the mining their own goldmine part because the AI seems to need it.
I think the double use (Goldmine + Townhall) causes issues. But as i saw with undeads, there is another problem before that.
Thanks
Right now i'm making a custom race which uses only 1 building , a haunted goldmine clone and expands a lot. I tried to make their AI work but after many fails i decided to focus and try with classic undead instead. However i still have several issues :
1- Acolytes refuse to build more than 1 expansion town even if i put more in build priorities
2- Their AI refuses to go forward when they don't have a Necropolis. Even if they have enough Acolytes (i put 6 on the map and put only 6 in the build priorities for example), enough supply , gold. They stop and i don't know why.
3- I wondered if the harvest priorities were and issue but adding more acolytes to the build order than need, i also added expansion harvest priorities, but nope
4- With my Custom Race AI : i test them at the same time, i add 2 computers and run the same custom AI for both of them. I don't even understand how it is possible but one of them gather the goldmine while the other doesn't !!! They have exactly the same starting units !!!
Does the AI need to gather wood itself before using it ? Giving it with triggers glitch it ?
My custom race replacment in case i did something wrong :
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Gloomlings Initialization
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Events
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Map initialization
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Conditions
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Actions
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Player Group - Pick every player in (All players matching ((Name of (Matching player)) Equal to Gloomlings).) and do (Actions)
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Loop - Actions
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Set VariableSet tempPoint = ((Picked player) start location)
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Player - Change color of (Picked player) to (Color of Player 12 (Brown)), Changing color of existing units
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AI - Start melee AI script for (Picked player): war3mapImported\AIgloomlings_test1.ai
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Unit Group - Pick every unit in (Units within 512.00 of tempPoint.) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Picked unit)) Equal to Market Village
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Then - Actions
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Unit - Replace (Picked unit) with a Corrupted Village using The old unit's relative life and mana
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Unit - Change ownership of (Last replaced unit) to (Picked player) and Change color
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Else - Actions
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Custom script: call RemoveLocation(udg_tempPoint)
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If anyone has another solution here is my goal (maybe goldmines are not the good way) :
I want "Neutral" villages (goldmines) on the map. Players may trade with them (it's easy with a custom unit and long distance mining). But Hostile computers corrupt each village 1 by one and send attack waves on players. The Corrupted Village must train units.The Goldmine is mainly used to have a fixed expansion location or be able to build a specific building ONLY on it (let's say a "secured village"). I added the mining their own goldmine part because the AI seems to need it.
I think the double use (Goldmine + Townhall) causes issues. But as i saw with undeads, there is another problem before that.
Thanks




