Open jzy-chitong56 opened 4 months ago
https://github.com/jzy-chitong56/AMAI/commit/0d5f8a22d346d793dc8233a114c80bfa0b44e8a0 This can handle some expansion issues But as I said, when there are too many allies(6V6V6V5), expansion is exceptionally slow, and the main mines are gone, still not expanding Because the guards at the expansion point have not been cleared
When calling ChooseAttackTarget
, alli_target
is not always assigned a value
So when you pass alli_target
to ally, this unit doesn't know which time it was left behind
I will leave it empty directly after the attack ends, regardless of whether the target is in stock or not This solves the problem of not expanding all along
set alli_target = null
https://github.com/jzy-chitong56/AMAI/commit/28b852562a9509864033fa0237dec5a91d568edf
When calling ChooseAttackTarget , alli_target is not always assigned a value So when you pass A to your ally, this unit doesn't know which time it was left behind
I will leave it empty directly after the attack ends, regardless of whether the target is in stock or not This solves the problem of not expanding all along
set alli_target = null
https://github.com/jzy-chitong56/AMAI/commit/28b852562a9509864033fa0237dec5a91d568edf
(24)Emersion v3.0 Standard Melee.w3x , 11 vs 12
AI do not take expansion , This also leads to slow second and third expansion There is only one mine that leads to defeat
The final result is that most AI runs out of money, but there are many unoccupied gold mines on the map -- mine creep is alive , It seems
SingleMeleeAttackAM
has been unable go toneeds_exp
, Perhaps it was an ally who influenced it --CommonSleepUntilTargetDeadAM set target = GetAllianceTarget()
, if you have 11 ally , maybe the target cannot null, if you have 22 ally , you will cannot go you attack(like needs_exp , BJ other attack , Despair attack , job expansion attack , creep attack... ) , always being led by the nosein the previous version, everyone could expansion , same map , same 11 vs 12