One a day, every day of the year, perhaps for all time. AI will space out naval factories more to prevent blockage.Have You Played? is an endless stream of game retrospectives.AI should send platoons when it is at unit cap, no matter what.Land AIs on Island maps should build Air factories to build transports.Fix for AI not using its full base radius.Fix for units that were built outside of the AIs base not being used.When an AI unit dies it will add threat to the instigator’s location to warn other units.Added a new function to store the victory condition for the AI.AI will build fewer MMLs and Mobile Artillery.Changed some threat evaluation when deciding where to attack.Mass convertor research is now a higher priority for the Turtle AI. AI air scout platoons will now path around threat as much as possible.Added build conditions to check for current target enemy threat. When a build item has a resource type of All the AI will use Slush first.AI will not build a mass convertor until it has enough energy to convert.AI will not build research stations if it already has everything researched.AI should react better to an enemy having nukes.Factory upgrades now have a threat value.AI will build factory shield upgrades more often, not just when the enemy has air.You can now select which AI type you would like to play against from the dropdown in the game lobby (random is still an option).The AI’s Nuke Launcher will now check for pathability before firing.The AI’s NUC will now check for pathability before firing units.The AI’s air units will wait longer before re-evaluating which target to attack.If the closest enemy to the AI is a lot weaker than the other enemies the AI will focus on the weak enemy.The AI should send a more appropriate number of units based on enemy threat.The AI will react to enemy TML, artillery, or Experimentals by building more shields and placing them closer together.Platoons will try to only attack areas where they think they can do enough damage before dying.The AI will add a small amount of threat to all enemy start locations so it knows where to find them.If Research is disabled the AI will not build research facilities.The Naval AI will not build more than 3 subs unless the enemy has Naval.Added AI response to make a land AI get land unit AA upgrades if the enemy has air units.The AI will no longer build more than 3 transports unless it has land units and it is not a land map.Fixed an issue where the AI would constantly pull units back to attack an expansion base instead of pushing forward.The AI will hold back units until it thinks it has enough to make a push based on defensive intelligence.The AI should no longer attempt to send attack platoons to unpathable areas.Fixed a bug where threat build conditions were not being used.AI can now respond to being attacked my Nukes or Artillery, even if it cannot see where it is coming from.If the victory condition is Assassination we are artificially inflating the Neural Net data to make attacking the ACU more desirable for both Land and Air units.AI will now group experimentals based on their target enemy’s threat.AI will now group units based on their target enemy’s threat.If a unit type is restricted the AI will act as though the unit does not exist in the game.The AI will choose an appropriate archetype based on unit restrictions.
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