How advanced do you really want the AI to be? Personally, I hate the damn vehicles that come and kick my ass in the colony games. By the time I have enough resources to have researched and built a single Laser Lynx, the AI is coming in with Tiger's and Sticky Foams. Not much of a match (although entirely predictable).
Anyway, AI is not particularly difficult to do. What hacker was suggesting is merely an example of what can be done.
Of course, the fact that the AI needs to be programmed into the map (the fact that maps need DLL's to function in the FIRST place) turns off a LOT of users to the idea of creating maps.
Creating maps for StarCraft, for instance, requires that you simply build a map, set a few things and activate some triggers. Creating maps for Quake-series games requires that you have at least one brush in the map to stand on (otherwise you'll just fall around in the void until you splatter) and set an 'info_player_start' entity. No programming required.
I guess Dynamix REALLY didn't want users to create their own maps because the idea of mapping to many people is inviting but as soon as they here C++ thoughts go the way of the dinosaur.
I believe Eddy-B has come up with some sort of Trigger system, am I right? I remember some conversations we had on IRC. If that's the case than at least we've got a bit of a base.
Our mapping tool is a little on the lacking side (no offense, hacker! it's great so far and a lot of good work has been done) so that doesn't really help the mapping cause.
Anyway, what really needs to happen to get mapping to be much more inviting to non-coders is the ability to have the mapper create the source code for the user (it appears that hacker had exactly that in mind with the 'Compile' option in op2mapper).
hmmm... something to help remedy the situation: if we get a bunch of source code from various maps that is coded well and provides a great base for various functions, the mapper could be set up in such a way that the source code is produced by the mapper as the user creates the map (e.g., the map is created with several settings set so the appropriate entry function is created). It seems that having several blocks of code would make it easier for the mapper to create the code (e.g., Entry Point, Resource Setup, Unit/Colony Setup, AI, Disaster, triggers, etc.).
Either way, it's going to be awhile before that happens simply because a lot of the aforementioned code hasn't been produced yet. I'll volunteer whatever code I come up with (once I clean it up and become more fluent in OP2's coding intricasies). I'm also hoping that others will volunteer decent code as well so that we may be able to get some sort of code-base going.