OpenRA / OpenRA/OpenRA

RA bots build medics and mechanics, which they don't know how to use

Open
#11,981 11 comments 0 reactions 0 assignees View on GitHub

Nobody has claimed this yet.

AI Red Alert
Dominant language
C#
Stars
17.4k
Forks
3k
Avg merge
1d 12h
Merged PRs (30d)
14

Description

17:13 < Maddness> Also noncombatant units sit around when their squad attacks something, I would like them to follow the other units instead.
17:14 <+pchote> the AI shouldn't be building noncombatant units
17:14 <+pchote> for that reason
17:15 <+pchote> the current AI framework is fundamentally incapable of doing anything that relies of specific units
17:17 < Maddness> Noncombatant as in medics and such.

Looks like they were introduced in #11807.

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reading issue #11807 and the current AI framework to understand how medics and mechanics are selected and assigned. The issue does not name files or tests, and its comments suggest two possible outcomes: stop building noncombatants or make them follow combat units; completion requires clarifying that behavior and verifying it in-game.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp
Domain
game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.