Hello Forum,
I'm working on a 256*256 map with 1 human vs 7 AI. The human is in the north-west corner and the AIs are at the bottom-east. I'm currently working on the path towards the human player. It's like a double S around three islands, before the AIs reach the human base. On the islands should the human player place Archons and additional attack units like Carrier+Arbiter combos. But now some enemy Zerglings behave strangely. They run forth and back. Can it be that Starcraft can't find a path to the human player anymore? I made the path extra wide, so that I could place a Terran command center on the way if I want. Is a bit more complicated path with some turns a problem?
Thanks
Peter
None.
Math + Physics + StarCraft = Zoan
Could you share the map, it would be easier to say for sure.
One guess is that the ai starts trying to order the ground units to attack onto the islands, which are unreachable.
One attempt at a solution would be to try running the ai script again? Or run a different one and then the original one again.
I uploaded the map:
http://pfarge.de/index.php/starcraft-classic-maps/icefortressThere are 2 versions in the ZIP file. One with a reduced S-shaped entrance (I removed one island) and a version with an additional direct entrance to the human base. In the version with the additional entrance, the AI attacks are hard and the way I want them. In the version without an additional entrance, it is much easier to withstand the first attacks. Only one Zerg is really attacking.
It seems to be due to the map layout? So don't make the paths too complicated, otherwise the AI will fail?
None.