Company of Heroes 3

Company of Heroes 3

Advanced AI
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Update: 2 Mar @ 7:49am

  • Fixed an issue where later in the game AI would start stacking all its vehicles in a single point on the map.
  • Large scale tasking heavily reworked, should result in much more aggression and logical positioning of special types of units.
  • Fixed an issue where Sappers would idle at the start of the game and often fail to capture territory when there aren't any friendly units nearby.
  • Fixed a desync error when using 'AI General with Control' mode.
  • AI is now properly aware of Elefant, KT, Pershing and Tank Buster anti-tank capabilities.
  • Implemented additional tasking type for light vehicles.
  • Improved AI mortar behavior, should result in much more aggressive positioning and countering of enemy MGs.
  • Implemented LMG commando supporting strafe ability.
  • Updated AI retreat thresholds, now using quadratic scaling for missing health contribution.
  • Fixed Stug G gunnery ability reference.
  • Removed three unused abilities.
  • Increased update budget per unit on the field which should help AI control its armies in increased income and popcap situations.
  • Fixed multiple save game issues (likely not all).

Update: 27 Feb @ 12:23pm

  • Fixed a crash related to SSF mark vehicle ability.

Update: 27 Feb @ 9:54am

  • All new battlegroups implemented.
  • All 2.0 changes implemented.
  • Fixed off-maps not working (since a few updates ago).
  • Fixed some offmap targeting rules
  • Implemented major improvement to team weapon setup logic, adding sight line checks (mortars will instead try to position themselves behind sight blockers), better danger avoidance, better cooperation with other units.
  • Casemate vehicles will now try to position themselves with good lines of sight.
  • Infantry retreat logic adjustments.
  • Team weapons will properly remain setup if they're still firing at their target.
  • Low hitpoint vehicles should now properly retreat in more challenging terrain.
  • Further tweaking indirect fire unit purchasing priority.
  • Increased priority of purchasing squad upgrades.
  • Various large-scale unit movement updates.
  • AI will attack in waves more often.
  • Reduced mortar purchase priorities.
  • Base vehicle safety adjustments.
  • Adjusted help functionality move past distance potentially fixing incorrect behavior on highly segmented maps.
  • Hellcat purchase priority adjusted.
  • Increased DAK Tiger priority.
  • Adjusted some ability avoidance rules.
  • Added new 'debuff' avoidance profile where AI is much less likely to retreat.
  • Implemented Panzerjager tear shot ability.
  • Indirect fire vehicles will now reverse retreat after barraging when appropriate.
  • Offmap barrages will now sometimes be used on smaller clumps of enemies.
  • Bersaglieri now count as mainlines.
  • Armored skirts now correctly counts stugs and command tank for its priority rule.
  • Added an extra rule which completely disables relevant purchases when HMG, AT or Indirect fire AI unit usage slider is set to 0.
  • Fixed AI never purchasing 76mm sherman tanks.
  • Fixed USF mechanized support centre salvage operations upgrade.
  • Fixed an issue where AI would spam riegel mines with halftracks (temporarily disabled).
  • Fixed an issue where AI would sometimes place multiple 88 emplacements next to each other.
  • Fixed DAK Panzer IV focused fire ability wrong reference.

Update: 20 Feb @ 12:34am

  • Crash fix related to new purchase queue limiting functionality.
  • Further tweaking AI prioritization of purchasing indirect fire units.

Update: 19 Feb @ 1:10pm

  • Implemented functionality for artillery units to move away from their position after barraging.
  • Implemented functionality which lets AI spend better if it has excess resources.
  • AI is now prevented from queuing more than 2 units per building (does not affect autobuild structures).
  • AI General with control mode no longer automatically purchases munitions upgrades.
  • Further tweaking AI prioritization of purchasing indirect fire units.
  • Adjusted vehicle armor weight calculation equation.
  • Made AI slightly less scared of heavy tanks.
  • Fixed paratroopers not being able to use grenades.
  • Custom economy option is now a dropdown rather than a checkbox. This should fix issues with how AAI options appear before entering the lobby / spectating.

Update: 18 Feb @ 11:20am

  • Added a new AI General mode - lets you control your units alongside the AI. Selected units will not be controlled by AI and auto-deselect functionality is disabled.
  • Marked most game mode settings as featured, which will cause them to be viewable before joining the game.
  • Further improved AI barrage positioning:
    • AI will now often prioritize squads over entities.
    • AI will predict movement of squads when positioning its barrages.
    • Slightly reduced randomness of positioning barrages in fog of war.
  • Further increased the influence of AI seeing clumped up units from the opponent on its decisions to purchase indirect fire weaponry.
  • Reduced HMG purchase priority.
  • Improved HMG setup thresholds, AI should sometimes pre-setup its MGs, will keep them setup for longer and have fewer issues of double-setup.
  • Improved merge ability usage.
  • AI will properly use grenadier medkits out of combat.
  • Adjusted danger assessment values related to overall army differential, should result in fewer preemptive retreats as well as fewer suicidal pushing into danger.
  • Partially reverted earlier update's pullback threshold changes.

Update: 13 Feb @ 8:40am

  • Reworked AI fog of war partial vision functionality.
  • Reworked AI unit position history information.
  • Updated AI artillery positioning.
  • Fixed a major bug causing call-ins not working on some maps.
  • Adjusted various AI behavior related to countering blobbed up units.
  • Added functionality where AI will buy more indirect fire units when it encounters more blobbed or stationary up enemy armies.
  • AI will make better purchase decisions when having an abundance of both fuel and manpower.
  • Pullback functionality adjustments (AI will avoid enemies highly populated by enemies a better).
  • Improved paradrop call-in targets.
  • Fixed a common crash related to AI trying to recrew abandoned leIG team weapons.
  • Updated HMG paradrop priority.
  • Increased paratrooper purchase priority.
  • Reduced USF Engineer early game purchase priority.
  • Increased triage station purchase priority across all factions.
  • Slightly increased Whizbang barrage location search radius.
  • Fixed scouts, usf engineers, pioneers having incorrect tasking types (will result in better capture patterns and general positioning).
  • Further adjustments to vehicle safety parameters.
  • Slightly increased consistency of AI choosing 0 CP battlegroup options when they're available.
  • Well-setup team weapons will stay in combat for longer.
  • AI will force its units to move forward slightly later when they're blobbed.
  • Slightly increased AI nearby consealed unit vision.
  • Increased nearby unit radius.
  • Adjusted the base weight of base defenses.

Update: 9 Feb @ 5:53am

  • Fixed a crash related to team weapon pickup logic.

Update: 8 Feb @ 12:40pm

  • Added random personality options.
  • Removed Reduced X personalities.
  • Added options which control AI's preference towards purchasing HMG, AT and indirect fire units.
  • Adjusted various vehicle safety parameters (casemates, heavies).
  • Fixed an issue where AI would sometimes keep its vehicles in combat no matter the danger.
  • Minor tweaks to how soon after exiting combat AI is allowed to repair low health vehicles.
  • Adjusted various parameters related to AI history data accumulation and AI's fog of war partial vision (should result in AI barraging into fog of war less overall and making extra mistakes, prioritizing known targets).
  • Fixed an issue where AI was immediately able to barrage emplacements in fog of war without seeing them first.
  • Added a safeguard where under-construction entities are no longer considered low-health for purposes of clump weights.
  • Made adjustments to observation point purchases. Overall purchase priority increased, search radius increased, added special rules for observation post purchases which don't require engineers to be constructed.

Update: 28 Nov, 2024 @ 2:44pm

  • Fully implemented 1.9.0 patch changes.
  • On-field repair functionality:
    • Greatly increased the frequency of functionality occurring.
    • Added functionality where AI will sometimes bring its vehicles towards the repair squad that wants to repair it on the field.
    • Increased search radius.
    • Updated on-field repairs conditions.
    • Various fixes related to vehicle idling or choosing to repair under fire.
  • Implemented special rules for certain types of units which prevents them from being tasked to areas where there aren't any friendlies. This should greatly reduce situations where AT guns and other support units walk into enemy territory alone.
  • Reworked AI smoke barrage positioning logic.
  • Reworked many priority queue values ensuring units are updated more uniformally, while also making engineer type units have greater priority overall.
  • Increased randomness radius of barrages that AI places in fog of war.
  • Slightly decreased base vehicle safety.
  • Fixed a crash that would occur when a squad was retreated while performing an action.
  • Fixed an issue where DAK AI would sometimes spam HMG bunkers.