One thing that might be mentioned is that for an TBS, a min-max like algorithm seems like a natural paring, but for a game as complex as this one is that the min-max has to be abstracted somewhat from the base game. It would be interesting, in my opinion, for some of the scripts to control this abstraction a bit. For instance, having the AI node where clusters (and the script could change how a cluster is recognized somewhat) of enemy units are vs the AI's own units, then have a
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