it is mostly useful in team games where blowing up an enemy has an effect on the intimate winner. And if someone attacked you and cost you victory, why not ensure their defeat against the other enemy?
It was put in a something fun. Later it will be more strategic in teams games and far less often in single player matches.
but still that is damn EPIC! sorian... giving AI more player-like abilities with stuff like this really adds something extra to the gameplay and the strategic elements to the game.
Because current implementation allows an aggressive player to win the game in 13 minutes, simply because of com-bombing AI's. It's the frequency that feels like a bug. The fact that every game with the AI ends with me eating it's base and it walking into my base to die an honorable death.
So it's a buggy feature. Still not outright a bug. Honestly, it should resist in 1v1s. It should probably also be more eager to do it in team games, possibly less so in alliance games, possibly more so if there are more than just 1 team besides it. Also, it should probably do what people do now, and decide to use it's commander as an attack unit when it is nearby and the units it sees do not pose a threat (no other enemy commander and/or possibly a turret or less than 10 combat units). That way, it agresses early game and tries to push you off undefended territory or raid your stuff.
Yes, a buggy feature. It's a feature, it has potential to be a feature, but it's so quick to give up given the right conditions that it acts in a bug like manner. That's what a bug is. It's a feature, which is bugged. I don't think two AIs should give up in 13 minutes.
As long as we fix it, not remove it. Remember how you wanted craters to become untransversable again, at least temporarily while they broke pathing and got units stuck? I always believe that was an ok feature, as long as fixed. Same here, fix is easy enough, just make the computer do it after having less than so many units and make him "whittle" at the enemy with uber weapons until his own health drops below certain point naturally. That way, he attempts to cheese with commander only when safe to do so or low on own army numbers, and he attempts to cheese always before actually combombing.
I still want craters to become unpathable. moon planets are the only planets where the AI doesn't have many pathfinding issues. Pathfinding in general is still very much a work in progress, and units don't appear to respond to terrain features reliably. There are quite a few spawns on moon seeds that kill the AI because it can't climb out of a crater.
It isn't, but they have way more terrain features. Currently moons give you the most reliable testing ground against the AI. It could be solved across the board by 'if I get stuck, then I should move somewhere else' Units do respond really well to flow fields. I have not seen a unit get stuck on a structure for quite a long time. But they don't seem to be great with terrain
Which is an area for fixes, not working around. Really, that is exactly all it needs, a script where if it finds itself out of options for "what is my next move" then it by defaults ends in "else move 6m in any direction". Worse that can come from that, is it wanders a strikingly unusual amount of time before finding a valid "next move". Really, if you scout real early, you can "manually fix" the AI commander being stuck. Just move it using your scout as bait. After it moves so far, it does exactly that, it suddenly calculates a valid course of action and list of commands to follow. So, if it "else"s as a last resort in the end to simply wander to a new short distance away, it would probably entirely fix itself almost all the time, the times it literally traps itself doing such being literally photo-worthy in rareness.
I find it doesn't do that for scouts reliably, only for bombers, and when it gets its units stuck on a crater that is equally as damaging. Edit - You know I'm just being a donkey (i.e. ***) right?