My friend Smokey just played this on my computer, and I watched. Now I've been diggin around in your code to see how you've done it :>
Question...
How are you making the text at the start appear?
What does this line refer to??
MessageBox("01a_01")
i r confused... ^^ how does that equal "- BINARY GIANTS -" text at the start of the level? What is 01a_01?
Anyway, yea.. This is good work for your first attempt :> To make the AI a bit harder, I have a few suggestions.
Add the following lines just above
-- Asteroid 0:
GetAI(2).Cowardice = 0.2
GetAI(2).MinExpansionForce = 10
GetAI(2).BattleSavvy = 0.1
GetAI(2).ReinforcementGreed = 0.9
GetAI(2).GreedyExpansion = 0.9
GetAI(2).AidEnthusiasm = 0.9
GetAI(2).ExpandBlind = 0.9
GetAI(2).ExpandToValuableAsteroidChance = 0.5
Those are the settings I used for Fluffy Land, and they seem to result in a pretty decent AI on that map. You should probably tinker with it a bit to fine tune it for your map's layout though.
I would also suggest turning the flower probability down a little bit, by adding this line in with your other Globals:
Globals.Structures.FlowerProbability=(0.1)
Change the number in brackets to change the chance of a flower spawning.
You can use lots of decimal places if you like, I would suggest to make it quite hard for the player, turn the flower probability down to about 0.05
Then 1 in 20 dyson trees will make a flower - they will be truly precious.
Finally, I strongly suggesting greatly increasing the number of seedlings added to
-- Asteroid 23Currently you have
a:AddSeedlings(40), I would suggest having more like 200...
I noticed you don't have any win conditions. I made a
guide to show you how to do this, if you wanna check that out :> Steps 39-41.