Hello EatThePath,
There could be some reason why the
AI is building to much nukes.
Maybe you have disabled nukes, but you are using nuke submarines. They also count as nuke launcher even if they can't fire.
Or most likely you have disabled omni view for the
AI.
In this case the
AI does not know if or how much nuke launcher the enemy has, and it will buld as much defense as it can.
(the adaptive
AI can only adapt if you have omni view on. Without it, it will build like the rush
AI with a bit less eco for army than the rush
AI.)
And also a reason, the
AI has lost its commander. Because Omni view is bound to the ACU, the
AI will start to build defenses without the commander.
You should also know, the experimental
AI can't buils nukes or nukedefenses in the mainbase.
But because its using expansion builders from the adaptive
AI, only expansions are able to build nukes or defenses.
So if you use the experimental
AI, disable landexpansions, and its no longer able to build buke stuff.
Just in case you can read programmscripts, these are the builder for anti missile defenses:
https://github.com/Uveso/AI-Uveso/blob/master/lua/AI/AIBuilders/Base%20Defense.lua#L664Just a smal explanation to the BuilderConditions:
- Code: Select all
BuilderConditions = {
{ UCBC, 'UnitsGreaterAtEnemy', { 0 , categories.STRUCTURE * categories.NUKE * categories.SILO } },
},
This builder will trigger if the enemy has more then 0 (zero) buildings with a nuke category. (only works with omni view on, or it will return always true)
- Code: Select all
BuilderConditions = {
{ UCBC, 'HaveUnitRatioAtLocationRadiusVersusEnemy', { 1.20, 'LocationType', 90, categories.ANTIMISSILE, '<', categories.NUKE) } },
},
And this ratio builder will build a nuke defense based on the enemy launcher count.
Ratio 1.2 means it will build 4 defenses if the enemy has 5 nuke launchers
(Also only works if omni is enabled)
I hope this helps a bit to understand why the
AI is building to much defenses in some cases.