Open jzy-chitong56 opened 1 day ago
Enabled and fixed BR forgot about that logic https://github.com/SMUnlimited/AMAI/commit/e97ed38d809bd19fed99f49f0e32a8a9e30197f8
The early game actually related to players upgrading too early before training units. Thats because it ignores the strategy build order if it can't build everything its told to so tries to build other things. For tier buildings i can make sure it obeys the strategy entirely but then we have strategies where it doesn't upgrade the town hall for ages resulting in players never upgrading, this is how it used to be.
set br_rush = GetLocationCreepStrength(GetUnitX(rushcreep_target), GetUnitY(rushcreep_target), 510) <= ai_strength * 1.4 // tree should have 0.4
else
call AttackMoveKill(rushcreep_target)
call ReformUntilTargetDeadAM(rushcreep_target, true, false)
call Chat(C_Done)
call SleepInCombatAM()
call Trace("===BR Finished , no tree ===")
Strongly recommend retaining these two logics
True added the first part, second part not required as it will now continue and just use normal creeping if the tree is not found.
For a feature that only runs once, too many global variables are used here, which is not very good
At the same time, you also improved the ownstrength
calculation. Actually, there is no need to count the strength of this tree, as it becomes more distorted in the later stages
As a benchmark in the industry, many people believe that your strength must be able to defeat real people and most other AI. Once someone easily wins, they will feel a sense of loss
The problem this time seems to be focused on the slow development of the military in the early stages -- About 5 minutes, 30 food, difficult
Of course, the feedback also mentioned that the intensity has improved in the later stage, as the expansion has become more active and there are resources to train the troops