In the game I just played against nullbot ~mc~ it was building arty before it made any CB towers (I didn't check to see what it had researched, sorry).That's exactly what i currently do. At least three CB towers are certain to have been built immediately after they are researched, and sensors start to appear at the same time. Are you saying it doesn't work?
In 3.1 you can use the .name property to determine what a structure is = fairly readable name for the structure.You already did (: I'm refering to canHitAir and canHitGround properties of structures (and droids) that are useful to count how much AA i already have.
I do most of my testing on sk-startup t0, with me vs nullbot.May i ask again what map and what game setup you were playing?
High power, no bases, sometimes with nullbot on "insane" difficulty (which means it gets double power and any pre-defined base structures included with the map are left intact). I often play with scavengers activated.
Sure, but i still have no idea how to issue them. We don't have a function to issue orders that don't need a target.
Code: Select all
// not tested, but this might work
const DORDER_STOP = 1;
const DORDER_REARM = 32;
orderDroidLoc(myDroid,DORDER_STOP,myDrod.x,myDroid.y);
// if this next line doesn't work, then maybe find a free rearm pad using enumStructure()
// and use orderDroidObj instead?
orderDroidLoc(myDroid,DORDER_REARM,myDrod.x,myDroid.y);



