I´m now writing this as a standalone C++ AI designed to closely interact with scenarios by providing a scripting interface. This gives better performance (I hope) and much higher flexibility for other scenarios, as my Lua AI was designed specifically for this one scenario.
My branch still contains a bunch of lua methods for playercommands though, which will certainly also come in handy sometime, though perhaps not for fri03…
Since this map has some very special conditions, it is not playable without scripting (no minable terrain and no rocks), so there´s no point training the normal AI with it IMHO.
I´m now writing this as a standalone C++ AI designed to closely interact with scenarios by providing a scripting interface. This gives better performance (I hope) and much higher flexibility for other scenarios, as my Lua AI was designed specifically for this one scenario.
My branch still contains a bunch of lua methods for playercommands though, which will certainly also come in handy sometime, though perhaps not for fri03…
Since this map has some very special conditions, it is not playable without scripting (no minable terrain and no rocks), so there´s no point training the normal AI with it IMHO.