New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
AutoTarget unarmed buildings again to help AI crush it's enemy #3467
Conversation
I think it would be better to fix the AI. |
Me too |
We're going to need some fix to this issue before the playtest - shipping a broken AI isn't really an option. |
See, this playtest will never be released on June :P |
A release on Sunday is still entirely plausible. A simple fix for the AI would be to extend AutoTargetIgnore with flags for IgnoredByHumans / IgnoredByBots. On 28/06/2013, at 4:37 AM, Matthias Mailänder notifications@github.com wrote:
|
I would like to take this as-is for the next playtest unless @chrisforbes or @ScottNZ really object. |
AutoTarget unarmed buildings again to help AI crush it's enemy
The engine has advanced, and we can now fix this even more generally. Elaborating as requested by @rob-v.
This could extend even further in the future by adding relative priorities for each autotarget type for things like the threat rating node in TS and ai difficulties in all mods. |
This reverts #3337 for ra and the changes introduced by @psydev for d2k/cnc in that regard. The AI needs AutoTarget because it solely uses AttackMove to fight it's enemies.