I'll try to redo the map a bit for bot siege-battles.
Currently at the office and finding out I am actually starting my holiday 1 day earlier. I cannot remember dates..
So I should have the time!
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Found out the AI pathing works pretty well, but I might have to remove several multiple level area's.
Ie. there are multiple houses with walkable roofs and if people decide to hide on the roofs, bots might gather below.
Plus 1 question.. I can´t seem to tell the bots -not- to spawn as cavalry, only when I'm actually in the attackers' team. Do you know how to limit bot class types? (dedicated server would be fine)
Having 30-50% bots as cavalry kinda plugs up some entryways
If buildings are high enough and the ai mesh is correctly done bots shouldn`t gather below a spot to much of an extent. Bots will spawn as cavalry when no humans are on their team. Best way to test a bot map is to have a friend join the other team or test each side one at a time. Simply put only a couple of bots on the enemy team and a lot on your team to accurately test how they handle the terrain!
I'm very close to finishing up the map, but just 1 more question before I can send/upload it.
The filesize of the map is already 598k, is it wise to continue with detailing (which probably adds up quite a bit)?
The AI mesh seems to be working quite well, including with the many buildings/rooftops, but I do need to test this out with human players on both sides.
It is suitable for cavalry, as long you keep the bots unmounted.
Before releasing I still have to remove all double windows (makes the game crash often) and disabling all doors.