Re: Help on controlling the AI please
"unpredictability" is inherent in the basic design and we have added to that constantly since we started working with the code.
There are ( literally ) over 3500 instances in each games code where "random" is a factor in some way whether it's a random chance that if a random generated number is greater than 50 then the AI will purchase a a particular formation in a specific date range or a 33% chance an entirely different formation will be bought for that date range and those randomizers extend throughout the game ( including unit movement ) to ensure AI behaviour isn't predictable so it's no surprise at all that sometimes the code will override the waypoints as the basic waypoint code does not , in all cases, take precedence over the code we've put in place to prevent predictable AI behaviour or how the AI reacts to ever changing game events initiated by the human player. To put this in perspective, the SP2 code "only" has 1145 occurences of "random" so we've tripled the "random factor" in the game.
Don
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