AI - Naval Yard / Subpen creation process

Discussion about the game and its default mods.
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Ronald
Posts: 166
Joined: Fri Aug 30, 2019 9:05 pm

AI - Naval Yard / Subpen creation process

Post by Ronald »

Hello All
As you might know, I like playing OpenRa in Skirmish Mode - with and/or against a number of AI-bots. On many of those fierce battles, the AI-Bots create Navalyard / SubPen inside "dead puddles of water". This is - to me - a waste of AI-bot resources, kind of a black hole, which will consume many many CPU cycles when the game develops over time.

What i've found out so far is this:
- It happens full automatic and can not be controlled via a Skirmish game setup of any kind.
- The following AI-bot do this : Normal-AI, Turtle-AI and of course Naval-AI


Thinking about possible solutions to counter this phenomena:
A_path_beyond_ai_navalyard_placement_solution.jpg
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1. Mapmakers should be able to add an extra attribute to water-tiles
This allows them to mark "water-tiled areas" on the their map as usable (blue) or not usable(red)
.
.
openra_naval-error-solution_2_v1.jpg
openra_naval-error-solution_2_v1.jpg (283.22 KiB) Viewed 275 times
2. A Skirmish mode startup option where human players can set an option which controls the AI-placement of naval structures
.
.

openra_naval-error-solution_v1.jpg
openra_naval-error-solution_v1.jpg (190.37 KiB) Viewed 278 times
3. New (more specified) types of AI - where one can exactly specifically choose the units the AI-bot will be using.
.
.

QUESTION:
What do you think about this AI-phenomena and my proposed solutions for it?

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