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Post by ππ³π°π΅π΄π¬πΊ on Jun 20, 2020 13:55:13 GMT
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Post by Darth Vader on Jun 21, 2020 0:26:35 GMT
ππ³π°π΅π΄π¬πΊ , well I learned something, if you put a Terrain cost of 0 on a mod the whole thing will crash due to AI's love of target the troop with highest health.
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Post by ππ³π°π΅π΄π¬πΊ on Jun 21, 2020 12:00:38 GMT
ππ³π°π΅π΄π¬πΊ , well I learned something, if you put a Terrain cost of 0 on a mod the whole thing will crash due to AI's love of target the troop with highest health. I think its the Division by Zero - you can enter a field if Your_Movement/Terrain_Cost is β₯1 - IF the AI is doing one similar calculation ... π₯ Setting values to 0 is always extreme risky. Evasion = 100% is another candidate for crashing the game. (A damage range from 10 - 9Β‘ is working π) P.S. AI is not targeting the target with highest health for first - if you want we can start a new thread about AI-preferences
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Post by Darth Vader on Jun 21, 2020 14:27:27 GMT
ππ³π°π΅π΄π¬πΊ , well I learned something, if you put a Terrain cost of 0 on a mod the whole thing will crash due to AI's love of target the troop with highest health. I think its the Division by Zero - you can enter a field if Your_Movement/Terrain_Cost is β₯1 - IF the AI is doing one similar calculation ... π₯ Setting values to 0 is always extreme risky. Evasion = 100% is another candidate for crashing the game. (A damage range from 10 - 9Β‘ is working π) P.S. AI is not targeting the target with highest health for first - if you want we can start a new thread about AI-preferences I would fix your attack range, 10-9 doesn't work for the player. Unless you plan of destorying the enemy at the end of the map. I would change it 2-10 like a rocket. Well we could make a preferences theard. We could also do one about strategy which is basically the chance of AI creating this unit.
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