This is by far the best AI I've tested. The departure from using AISetStock really sets this apart. Registered just to say thanks.
That being said. There are a couple things I hope you would consider for future releases.
1. The first thing is the dynamic mineral/gas ratio mechanic seems to keep assigning a probe to harvest gas and mineral back and forth(so basically it does nothing) when the ratio is close to the threshold. Perhaps a two level threshold would help, say if ratio above 2 assign more gas peons, below 1.5 assign more mineral peons.
2. Reaction codes that deals with stealth units, and air units, especially when they hit the peon line. It seems the counters to those units are part of a build order, and they are not built in reaction to enemy production.
Considering the code is still in heavy development, you might already have all those in mind. Keep up the good work. I have high hopes for your AI.
That being said. There are a couple things I hope you would consider for future releases.
1. The first thing is the dynamic mineral/gas ratio mechanic seems to keep assigning a probe to harvest gas and mineral back and forth(so basically it does nothing) when the ratio is close to the threshold. Perhaps a two level threshold would help, say if ratio above 2 assign more gas peons, below 1.5 assign more mineral peons.
2. Reaction codes that deals with stealth units, and air units, especially when they hit the peon line. It seems the counters to those units are part of a build order, and they are not built in reaction to enemy production.
Considering the code is still in heavy development, you might already have all those in mind. Keep up the good work. I have high hopes for your AI.