Company of Heroes 3

Company of Heroes 3

Advanced AI
Showing 1-10 of 81 entries
< 1  2  3 ... 9 >
Update: 9 Aug @ 7:41am

  • Reworked logic for units changing their task. AI will reevaluate unit tasks more often, with more precision and change them more aggressively.
  • AI will issue a facing command when moving to their tasks (will allow for taking cover better).
  • Implemented functionality for AI units to enter in-combat state before receiving any damage or firing at the enemy. This should result in much more consistent behavior as units approach the enemy, better unit preservation, improve cases where AI always stops due to attack move as it enters combat.
  • Vehicle prioritization functionality updated to make AI turn off prioritization faster in some cases where it no longer has valid vehicle targets.
  • USF Infantry Assault ability targeting reworked - it will now choose a target initially it wants to attack, look behind it towards enemy base and choose a strategic point to attack. This will fix cases where AI assault groups end up idling, and will make sure that even if they reach their destination they will try to capture a strategic point.
  • Adjusted some ability avoidance parameters to make AI react slower.
  • Minor adjustments to AT vehicle safety as they were idling very often with new in-combat functionality.
  • Updated global received accuracy slider description.

Update: 18 Jul @ 9:52am

  • Implemented functionality to respect AI players' lobby battlegroup selection - AI custom economy functionality is now slightly delayed at the start of the game.
  • Implemented functionality for AI to focus less on particular bases if that player's base is fully destroyed.
  • Fixed an issue where in Annihilate mode (when 0 VPs are chosen) destroyed HQs would remain targetable.
  • Fixed an issue where AI was still respecting exclusivity requirements on 221 upgrades (this was changed in 2.1.2 patch).
  • Fixed a crash to desktop issue which players would encounter when playing with custom tuning packs (such as Spearhead III).
  • Added a small 'AAI version' field at the end of game mode options to make it easier to determine if the mod properly updated.

Update: 16 Jul @ 10:03am

  • Elefant CP cost updated to patch 2.1.2 value.
  • Fixed an issue where AI would build emplacements with population cost even when reaching population cap, leading to it being unable to reinforce its units and also reaching population values not normally possible.
  • Game resource rates are now adjustable using sliders rather than dropdowns.
  • Further action speed slider value balancing, reducing update count in large unit count situations to improve performance.
  • Reduced purchase priority of emplacements when reaching population cap.
  • Formatting relevant percentage settings with a % symbol at the end.

Update: 4 Jul @ 10:22am

  • Rebalanced action speed slider values (slider on zero still resulted in nearly inactive AI in some situations).

Update: 4 Jul @ 9:45am

  • Reworked/fixed repair depot functionality.
  • Implemented functionality to make AI vehicles stop and wait for repairs when they aren't initiated by AI itself or initiated by autorepair sources.
  • Implemented Carro Armato M13/40 machine gun upgrade.
  • Kettengrad added to indirect unit group for large scale movement considerations (will avoid enemy better).
  • Reduced priority of purchasing BAR upgrade.
  • Bulldozer bunker buster target filter switched from generic clump to satchel, updated range.
  • Minor adjustments to light vehicle safety parameters.
  • Added a small 'AAI' text to bottom right of the screen indicating that the mod is active in-game.
  • Fixed USF M8 Scott SPG ability target search ranges.
  • Fixed USF mortar pit ability references which were updated with the new patch.
  • Fixed an issue where AI would control autorepair units (particularly USF forward repair depot engineers).
  • Fixed and rebalanced action speed slider values (slider on zero resulted in completely inactive AI).
  • Fixed unchanged latest patch CP cost of artillery emplacement battlegroup unlocks.

Update: 25 Jun @ 10:40am

  • Patch 2.1.0 support.
  • Fixed an issue where AI might force retreat engineers from a friendly AI player when requesting vehicle repairs at base, causing issues if bases are far apart.
  • Increased AI engineer purchase priority when having a lot of vehicles.
  • Fixed AI unlocking M26 Pershing and King Tiger 1 CP early.

Update: 29 Apr @ 12:35pm

  • Implemented patch 2.0.5 changes.
  • Adjusted Grant and Matilda purchase priorities for a more varied British vehicle composition in lategame.
  • Adjusted V1 avoidance to make AI react quicker, and have an even higher chance of not reacting at all.
  • Various tweaking of unit safety parameters related to low hp enemies nearby.
  • Fixed potential crashes resulting from using temporary squad and entity groups.

Update: 21 Apr @ 1:50pm

  • Fixed a major bug which caused vehicles to always rush the enemy.
  • Various improvements to base safety logic (affecting retreat, pullback, rush-in behaviors):
    • Readded functionality to consider total hitpoints.
    • Increased importance of army differential, adjusted equations.
    • Adjusted enemy low health unit importance.
    • Being pinned with no friendly units around should cause immediate retreat.
  • AI will avoid rushing towards close quarters units better.
  • Various global tasking improvements for vehicles, emplacement location weighting, engineers.
  • Reworked the way AI considers emplacement positioning, should result in much more consistent purchasing of emplacements in general.
  • Implemented enemy proximity checks for all emplacement location checks, this helps AI not start emplacement construction too close to the front line more consistently.
  • Increased howitzer placement enemy proximity check radius.
  • Added a special relaxed emplacement placement rules for Passive and Defensive personalities.
  • Adjusted Passive and Defensive personalities to build more logical unit compositions (less AT guns, snipers, slightly fewer emplacements).
  • Tommy and Coastal Reserve squads will rush towards enemy even less.
  • All units which can prioritize vehicles will turn off vehicle prioritization as they are called in to attack using forced attack functionality, which should should especially prevent vehicles from going too deep before main combat considerations happen.
  • AI should more consistently retreat from satchel charges.
  • Lowered vehicle out-of-combat full retreat health threshold from 50% to 60%.
  • Fixed issues where vehicles which are nearly fully repaired would continue to idle indefinitely (unless enemy came within proximity).
  • Fixed a crash related to vehicle repairs.

Update: 5 Apr @ 12:22pm

  • Reduced economy randomness.
  • Reduced AI usage of specialist units such as mortars and snipers.
  • Various minor economy tweaks to make AI have higher tempo in general.
  • Various work to make AI keep its units in combat longer while still preventing their deaths as much as possible.
  • Team weapon pullback safety adjustments.
  • Updated smoke barrage targeting to no longer target enemy clumps if there aren't also friendly players nearby. Slightly tweaked the prerequisites for smoke usage against mgs.
  • Slightly increased AI vehicle close in thresholds.
  • Fixed multiple issues with AI repair functionality where it would randomly stop in-progress repairs.

Update: 30 Mar @ 9:52am

  • Fixed a major issue where AI would repeatedly pull back from the enemy.
  • Fixed a major issue where non-custom vehicles would repeatedly pull back from the enemy.
  • Updated the functionality of pushing low health enemies.
  • Updated pullback functionality to not affect retreat demand which should result in AI losing its squads less when pushing into strongpoints.
  • Updated many vehicle safety assessment parameters as they were out of tune due to pull back issues.
  • Fixed an issue where emplacement unit weights would go up to 1.45x of their initial value.
  • Various improvements to global tasking hopefully making AI push the enemy base more when it has the advantage.
  • Updated AT unit safety parameters.