https://us.forums.blizzard.com/en/warcraft3/t/ai-native-bug/37110
This issue was discovered while testing multiple gold mines on a map with enemies near the starting point
To fix this issue, I made the following adjustments
By utilizing FIX_BUILD can build an additional Great Cemetery when threatened, as it does not require wood and can ensure the supply of peon,and will build 6 peon
Using HARVEST_CHECK to force Ghouls to harvest wood
Adjust REPAIR_CONTROL to enable UD's maintenance building to be activated with 4 workers
Adjust GetUnitGoldCost2 and GetUnitWoodCost2 accurately determine the cost of heroes
BuildLoopAM loop faster in the early stages of the game
OneBuildLoopAM when unable to construct, place the object at the end of the queue
Add build_length upper limit -- when build_length >= JASS_MAX_ARRAY_SIZE no run SetBuildAllAMCore
The current issue is that in a regular loop, BuildLoopAM is reset every 100 -- blc > build_array_reset_tim. I dare not modify it here. My idea is to add BLC when construction is hindered -- like ret == CANNOT_BUILD or ret == NOT_ENOUGH_RES
let InitBuildArrayAM can trigger faster
https://us.forums.blizzard.com/en/warcraft3/t/ai-native-bug/37110
This issue was discovered while testing multiple gold mines on a map with enemies near the starting point
To fix this issue, I made the following adjustments
The current issue is that in a regular loop,
BuildLoopAMis reset every 100 --blc > build_array_reset_tim. I dare not modify it here. My idea is to addBLCwhen construction is hindered -- likeret == CANNOT_BUILD or ret == NOT_ENOUGH_RESlet
InitBuildArrayAMcan trigger faster