Myg Posted June 9, 2015 Share Posted June 9, 2015 Just played a 1v1 on Nod vs GDI on cncnet, tiberium garden. Killed the CY with a nod bike and the guy left shortly after (he wasn't paying attention). After which the AI started spamming engineers to try and attack my base, but also spammed Commando's and the game had been on for like 3 or so minutes (no time for advanced communications center on his side). Link to comment Share on other sites More sharing options...
Tore Posted June 9, 2015 Share Posted June 9, 2015 Something like this happened to me many years ago. It seems like the AI ignores build restrictions. They have have a GDI Barracks build flamethrowers.... Link to comment Share on other sites More sharing options...
Myg Posted June 9, 2015 Author Share Posted June 9, 2015 Decided to borrow a couple bases (2 extra to mine) and use their inefficiently ordered buildings to provide a more economic solution to the situation and I had a weird thing with harvesters where they would go in circles around the three sets (spaced bases) of refineries I had. Basically, none of them were doing their job properly and kept trying to go to the 'other' base to turn in tiberium while I got basically no money :-( Link to comment Share on other sites More sharing options...
AchromicWhite Posted June 10, 2015 Share Posted June 10, 2015 Yes, the AI can make chem troops without a Temple. Even on missions. It's only restricted by mission level. (Nyer might come through soon and tell you some other fun fact, too). -Liam Link to comment Share on other sites More sharing options...
Nyerguds Posted June 10, 2015 Share Posted June 10, 2015 AI isn't restricted by build level or prerequisites. The "can this stuff be built?" function literally checks if the player in question is an AI, and if so, simply returns True. In missions, the only restriction the AI has is that it only builds whatever the scripted teamtypes in the mission tell it to build. Link to comment Share on other sites More sharing options...
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