I#ve committed latest AAI source to SVN. Due to some interface changes there wont be a binary release for 0.75b2; however you can download latest spring svn installer if you want to try it out.
http://buildbot.no-ip.org/~buildbot/spr ... vn4616.exe
Remember to keep your 0.75b2 install to be able to play online...
edit: I forgot to mention that you should connect to buildbot.no-ip.org lobby server instead of default one (since it will refuse any other version but 0.75b2)
Changelog AAI v0.83:
- Completly redone defence building placement (AAI will now take terrain into account as well as already existing defences) It should give much better results now especially on maps that dont have rather flat terrain
- AAI will take allied structures into account when looking for rally points for its combat units (helps to better prevent AAI from blocking allied bases with its units)
- Different instances of AAI now share several kind of map information (saves ram space) and do not expand to sectors occupied by allied AAIs anymore
- Added ATTACKERS keyword to mod cfg file to force AAI to use specified units as combat units despite all other capabilities of the unit (e.g. buildoptions) (implemented by Yuritch)
- Resurrectors now may ressurect corpses instead of reclaiming them (however ressurectors chase newly resurrected units trying to repair them - needs some work) (implemented by Yuritch)
- Improved mex and power plant building rules a bit
- Fixed a few potential crash bugs
AAI 0.83 committed to SVN
Moderators: hoijui, Moderators
I've seen such AAI behaviour before. It happens when the area of the map near the start position isn't flat enough to place a building. If your mod has buildings with large footprints and the map is bumpy, this can easily happen.
Another cause can be AAI placing your buildings into wrong categories. For example, if the mex also produces energy, it won't be considered a powerplant and so won't get built when a powerplant is required. Look in AI\aai\log\<name of your mod>_buildtable.txt to see which categories your units were put into.
Another cause can be AAI placing your buildings into wrong categories. For example, if the mex also produces energy, it won't be considered a powerplant and so won't get built when a powerplant is required. Look in AI\aai\log\<name of your mod>_buildtable.txt to see which categories your units were put into.
