1 |
Much less effort put into operating in a dense environment
|
1 |
Much less effort put into operating in a dense environment
|
2 |
No adjusting economy to include allies
|
2 |
No adjusting economy to include allies
|
3 |
No specific larger-teams routines (like handling multiple plops, fighter screens, or cross-factory tricks like valk skuttles)
|
3 |
No specific larger-teams routines (like handling multiple plops, fighter screens, or cross-factory tricks like valk skuttles)
|
4 |
No
accounting
for
allied
buildings
and
units
(
which
requires
polling
because
the
interface
does
not
send
ally
unitfinished
events)
|
4 |
No
accounting
for
allied
buildings
and
units
(
which
requires
polling
because
the
interface
does
not
send
ally
unitfinished
events;
CSI
also
doesn't
do
that
either,
but
it
dissolves
the
problem
by
merging)
|
5 |
No coordination mechanisms (CSI merges all but one instance, Circuit merges spatially close instances)
|
5 |
No coordination mechanisms (CSI merges all but one instance, Circuit merges spatially close instances)
|
6 |
\n
|
6 |
\n
|
7 |
Perhaps having KGB collapse into a single player like CSI does would result in a pretty terrifying amount of brutality in the early game, but really big games make things like competent and coordinated air almost mandatory, so it would still be an "aggro deck" AI in current state.
|
7 |
Perhaps having KGB collapse into a single player like CSI does would result in a pretty terrifying amount of brutality in the early game, but really big games make things like competent and coordinated air almost mandatory, so it would still be an "aggro deck" AI in current state.
|