1 |
The
gadget
doesn't
run
when
there
are
no
AIs
to
handle.
Enabling
it
for
teamgames
would
have
a
performance
cost.
|
1 |
The
gadget
doesn't
run
when
there
are
no
AIs
to
handle.
Enabling
it
for
teamgames
would
have
a
performance
cost.
But
that's
not
a
major
concern.
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|
2 |
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3 |
We could technically have CAI act as if it controls a player's resources. This would work. But I think it would need many improvements to work well. CAI is fairly rigid in it's control so players may end up fighting for control of a subset of their forces. We'd need some sort of extra logic, for example CAI could not control the units that a player has selected or given manual orders to. It would be best to turn CAI into a widget such that it has easy access to the player's UI. This would allow it to read more about their unit selection and orders.
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4 |
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5 |
Another (perhaps unimportant) issue is that CAI is quite bad. It is particularly bad when it has few resources which will be the case in a teamgame.
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