Posted by: KAJLogic - Saturday, December 1, 2012 6:08:14 PM
I made a worldbuilder map with AI (I got all waypoints/zones [InnterPerimeter, OuterPerimeter, CombatZone, Center x , Flank x, Backdoor x]). However about 7 minutes into the game (right about when the AI build their airport) I experience crippling lag issues. I uploaded my map just change the challenge.txt to challenge.map and the challenge(this is TGA).txt change it to challenge.tga [ATTACH]1219[/Attach] [ATTACH]1220[/Attach]

Posted by: i^love^mixery - Monday, December 3, 2012 6:39:35 AM
the map layout is far too complicated. just watch a replay and you will see that the enemy ground units which try to find a way to your base keep getting stuck at the cliffs. and whenever a ground units hits such in impassable area you can very clearly see the lag peaks. just make it easier for the comp to reach the other base DIRECTLY. best is when the connection between each base is somehow straight. dont do too many curves. you also use this fences for the top right base. this makes pathfinding for the AI even harder because this fences are impassable and the gates are too small. i tried to fix it and most of the lag should be gone in the version i have attached. i added ramps to each edge of the map and made the attack paths more clear. to fully remove the lag you will have to get rid of those giant cliffs and the city. [ATTACH]1221[/Attach]

Posted by: krit - Wednesday, December 5, 2012 6:34:53 PM
Or there's the alternative option of having the waypoints start in an easy to reach area and then lead the AI down the exact path into the attack area. Although looking at the map there's still the issue of actually getting OUT of the bases...

Posted by: KAJLogic - Thursday, December 6, 2012 5:37:00 PM
What do you mean kirt; are you talking about the large cliffs? What makes it hard for the AI to move? Also can I customize the enemy AI even for multiplayer (playing on the network). Lastly this is a complete digression from the main point, but I was ganna match my skill online, but I feel like EA has forgotten about those servers, and now it will run rampant with cheaters. Is this true?

Posted by: krit - Thursday, December 6, 2012 9:25:42 PM
Take a look at i^love^mixery's fixed version, I wasn't aware when I made my post that he had re-done the waypoints.

Posted by: KAJLogic - Friday, December 7, 2012 5:00:34 PM
I don't understand why some of the wayponits are okay to start far away, and others are close. What terrain specifically does AI have trouble traversing?

Posted by: i^love^mixery - Friday, December 7, 2012 6:18:43 PM
they are unable to pass impassable terrain. you can show/hide it with CTRL + I. and the problem is not the length of the waypoint path but the distance and the complexity of the enemy base to YOUR attack paths and the waypoints in between the paths.

Posted by: KAJLogic - Friday, December 7, 2012 11:55:32 PM
Okay if I'm out of line switching topic without re-posting please let me know. However I was curoius if there is anyway to customize how the AI fights. Like what units to use, how to attack, when to attack etc..

Posted by: krit - Saturday, December 8, 2012 11:38:08 AM
There is. The AI is actually a batch of scripts that gets executed at game start. Editing these scripts for individual maps can change AI behavior.

Posted by: KAJLogic - Saturday, December 8, 2012 1:33:57 PM
Are those scripts accessable through worldbuilder?

Posted by: i^love^mixery - Saturday, December 8, 2012 7:17:34 PM
Yes. http://cnclabs.com/forums/cnc_postsm125207_How-to-import-skirmish-scripts-into-map-correctly.aspx#post125207 download this .scb file. Do Edit -> Player List -> Add Skirmish players (if you havent done so yet) Open script menu. Disable auto-verify Reopen scrip menu. Click on Import and choose the scb file.