Strilanc
Veteran Scripter
- Reaction score
- 42
Most of your complaints can be answered with "I focused more on the fun-to-watch than the playability.".
Getting the expansion rate just right is difficult because jackbots become much more efficient once you hit a critical number of them [they suddenly form into a production line instead of all harvesting then all returning], and of course your first expansion is much closer to trees.
The cpu requirements of blink-communication scale up quite quickly, requiring a low food limit. Generally the game progresses like this: you expand to 150 units as quickly as possible, trying to harvest the middle and protect your corner. The other players will need to clear-cut their corners to keep up with the middle-winner, and then they starve.
The unnecessary blinks are probably the bots relaying a message from another bot. I tried to avoid multiple building types because I was going for simplicity in the AI. An offensive bot is a good idea since it could probably be done by just making the bot try to continue wandering in the same direction.
Firebots analyze a random nearby unit each cycle, if it is an enemy bot they cast a 0-damage flame strike on it.
Getting the expansion rate just right is difficult because jackbots become much more efficient once you hit a critical number of them [they suddenly form into a production line instead of all harvesting then all returning], and of course your first expansion is much closer to trees.
The cpu requirements of blink-communication scale up quite quickly, requiring a low food limit. Generally the game progresses like this: you expand to 150 units as quickly as possible, trying to harvest the middle and protect your corner. The other players will need to clear-cut their corners to keep up with the middle-winner, and then they starve.
The unnecessary blinks are probably the bots relaying a message from another bot. I tried to avoid multiple building types because I was going for simplicity in the AI. An offensive bot is a good idea since it could probably be done by just making the bot try to continue wandering in the same direction.
Firebots analyze a random nearby unit each cycle, if it is an enemy bot they cast a 0-damage flame strike on it.