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Messages - Mmanson

#1
First ofall, thank you (usmc23, Turdburgler, imbalisk, JPeterson, Doix) for the AIwhich somehow can play!
 
Yet thereare some proposals \ wishes to existing AI v6.1.1:
 
1) AI isvery linear. Yes, he develops his base very well, but all his actions,especially attacks - very linear. It simply creates the same pattern troops andattack with the same hand. Even if you can fly around my base on the otherhand, where I do not have no guns nor protection.
2) AI donot combine forces in an attack - either he is attacking all the flying troops,or all of the earth.
3) Theprotection is very weak. If you beat his attack, you can run a small army, -the victory is yours.
4) AI doesnot build bunkers, does not use the special abilities of units.
5) AI doesnot see the features of your defence. Simple linear attack on the same scheme.After the first attack has adapted to it and all ... you can just sit forcoffee. AI is not trying to bypass you in other ways, or use some other units.It just builds the same wave of troops and blunt attacks.
 
Suggestions:
Take intoaccount the peculiarities of each race (both in attack and during the defence).For example:
1) bunkers(if the bunkers are attacked, immediately fix them, if the bins can attackunits that shoot from a long distance – put into the bunkers ghosts - so I'mplaying against zerg).
2) RepairUnits in the defence.
3) To usethe zerg units that shoot from long distance.
4) combinedattack - attack from the ground, at the same time, fly round the base playerfrom the other side.
5) If aplayer builds a small base that would collect resources, destroy them first,and then attack the main base.
6) Zerg canbe buried at the place where the minerals are surveyed, and as soon as theplayer appears immediately to attack.
7) Forprotos - use teleportation units to the pylon, which is built not far from thebase of the player etc