Yeah, I'd like to have at least something as basic as RA2/YR has. With the idea that you can just set a Harvester Dump credit multiplier (i.e. cheating) so you can write task forces. Then make a lot of the AI configurable (e.g. attack priority per taskforce) and incrementing this every release, adding complexity and better performance against human players.
I'll have to write quite a few functions and logic before I can start beginning with that, as there's a reason the multiplayer AI is called "HackyAI" in OpenRA.
This post has been edited by ma1kel: Sep 25 2010, 11:13 PM