I played the non-simplified version of your map and bw was running out of "ai data" to give for units. It might not be only issue here but here's roughly how it works.
When an ai unit is not built by ai script, it is associated some data telling the x/y position where unit returns if aggroed and such. There are 1000 of these data slots available, and once they run out ai units start freezing and not responding. You can even see it by creating map with 1500 ai-owned units, 500 of them are completely passive.
However, these ai data slots are not, at least always, freed to reuse when ai loses the unit. Instead, ai will keep track of this data, attempting to build another unit which can replace the one which was lost. As such, giving units from ai player to another will cause the limit to be hit quite fast...
I know one certain and one untested way to avoid this issue:
- Hero units do not use this ai data, and they can be created/given freely without using up this limit. They have their own ai quirks though, which might not be desired :l
- Looking at bw's code, it seems that if ai script causing town to be created is run, and ai has no previous towns, ai will forget all of the units it wants to replace, allowing those data slots to be reused. I don't know if it is actually possible to control from triggers, but this can be tried:
1) Create command center at location x
2) Run ai script "terran area town" at x
3) Kill command center at xEDIT: Following seems to work better
1) Create building somewhere
2) Run any ai script except area town
3) Kill/give away
all buildings, zerg eggs, cocoons, larvae and workers4) Wait some time and repeat
As said, this was not tested and may not work at all, as the ai usually just does what it wants... But hero units should not have the freezing issues.
Post has been edited 2 time(s), last time on Mar 10 2015, 9:34 am by Neiv.
None.