You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
There are a few problems with TD skirmish AI that I noticed:
Nod AI, it never builds an airstrip nor helipads.
Nod AI runs out of power very quickly because it spams too much obelisks
GDI AI doesn't build AGTs.
There are also a few problems with the build order. I think the AI could do a more pro-like build order (CY - Power - Barracks - Ref - Ref -[Ref, War Factory]), and maybe boost the cash per harvester and build speed a little on hard mode, instead of handicaping the player.
The text was updated successfully, but these errors were encountered:
Most likely the problem is in HouseClass::AI_Building. There is no fallback to STRUCT_AIRSTRIP if it fails to build an STRUCT_WAR, and it always build an obelisk if it can, falling back to turret. There is no logic for AGT nor Guard Tower.
There are a few problems with TD skirmish AI that I noticed:
There are also a few problems with the build order. I think the AI could do a more pro-like build order (CY - Power - Barracks - Ref - Ref -[Ref, War Factory]), and maybe boost the cash per harvester and build speed a little on hard mode, instead of handicaping the player.
The text was updated successfully, but these errors were encountered: