The AI spawning of mortars will be corrected. It isn't hard to code. (unfortunately for me at least getting the simplest coding change to run without AI Fatal Errors is seemingly impossible).
The whole subject of AI spams is addressable by using algorithms that reduce the demand for a squad based upon the number of squads of that type that are alive.
This is the standard method used. It is a second order equation(ie squared).
-- generic - addons should decrease in demand as they increase in count
function DecreasedDemandOnCount( upgradePBG )
local ucount = UtilPBG_CountTotal( upgradePBG )
if (ucount > 0) then
return -ucount*ucount*3 -- 3,12,27,...
end
return 0
end
If the demand is changed to a first order equation as the basis for demand... not demand reduction, most spamming problems go away.
demand = -(count -4)*5 -- 20,15,10,5,0,-5,-10,-15
Or:
demand = -(count -3)*15 -- 45,30,15,0,-15
132 wrote:
Wehr AI is the toughest AI in the game. It takes a whole ton of patience to win. The longer the game goes on, the more tougher they get.
This is doubtless true but you can allow the AI to spawn up to its pop limit and then decap its cut-off SPs. The computeplayer will drain its resources at this point and be unable to spawn enough pios to maintain the health of on map squads.[/code]
孫 TheEF_v1.7.10
子 ArtIllegitimi non Carborundum -"Vinegar" Joe Stilwell
兵 ofSun Tzu says: In warfare one compels and is not compelled by others
[b] 法 War