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function OnInitID()
--Population cap override value
g_popCapOverRide = 300
g_resource = 999999
for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
Player_SetPopCapOverride(player, g_popCapOverRide)
Player_SetResource(player, RT_Manpower, g_resource)
Player_SetResource(player, RT_Fuel, g_resource)
Player_SetResource(player, RT_Munition, g_resource)
end
-- [[ Markers ]]
-- [[ Squad Groups ]]
-- [[ Entity Groups ]]
end
I didn't realize that you had a non-infinite resource version! I'm going to grab that now and play it later and let you know if that balances out some of the things I mentioned. As for the CPU player issues, I wonder if there is a way to get them to proceed to an area if you mark it on the minimap or something? I'll play around with it later and see what I can find. Thanks for creating the map in the first place and definitely for actually listening to my feedback! I appreciate greatly those who contribute to the community in a positive way!
screenshot 1
screenshot 2
screenshot 3
screenshot 4
5. I don't know if this is something wrong with how you made the map or if it's something inherently wrong with the game's AI pathing, but the computer players seem to have some serious trouble with what to do with all those units, so you end up in a situation like this .
2. You need features! You need something besides the canyon walls to make things interesting. Some cover (sandbags, tank traps, it's a canyon so maybe some rocks?) would be nice. Negative cover on the roads would make sense. Anything to break the monotony!
3. While having infinite resources seems cool initially, it becomes tedious as you realize that both sides are chugging out dozens of units a minute and it becomes this war of attrition where you're losing as many units as you're manufacturing. Since there is no cover or strategic points of interest tactically, there doesn't seem to be any way to get an upper hand or mix your troops in a way that would give you a clear advantage.