Company of Heroes 3

Company of Heroes 3

Advanced AI
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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.

Update: 6 Oct, 2024 @ 8:01am

  • Implemented a much more advanced version of vehicle on-field repairs functionality.
  • Implemented functionality for certain unit types to keep approximate distance to the enemy when being tasked to a military point. Squads like AT guns, indirect fire weapons, AT vehicles and normal vehicles will all make use of this functionality with different radii.
  • Reworked vehicle prioritization ability functionality
  • AT-only units will now keep vehicle prioritization on by default and will know to target vehicles, emplacements and garrisoned infantry properly, while still occasionally turning off vehicle prioritization.
  • Reworked AT, Safe and Indirect unit military point weighting logic.
  • Implemented functionality for units which were recently revealed to have AI's vision of them linger but gradually decline with time. Drastically increased the time AI can partially see recently revealed units but the decay of vision now starts earlier.
  • Slightly increased AI vision into fog of war in unit immediate vicinity for safety assessment logic.
  • Implemented functionality to consider enemy lowest hitpoint percentage squad vs our health and to consider relative costs, allowing AI to sometimes sacrifice their units for a wipe attempt, and to increase general aggressiveness when a wipe is likely, particularly for vehicles.
  • Implemented priority queue weighting based on recent proximity to enemies.
  • Sped up priority queue updates.
  • Reworked many priority queue values which should result in AI being much more attentive to its frontline units.
  • Reworked many aspects of threat assessment when considering retreat or aggressive maneuvering for both infantry and vehicles.
  • Added vehicle 'can target infantry' information
  • vehicles which are AT focused will exit combat where there aren't any vehicles sooner.
  • Adjusted vehicle low health threshold values.
  • Added functionality for AI to queue a repair command when repairing multiple vehicles at base.
  • Implemented AT casemate vehicle preset.
  • Changed AI paradrop locations to utilize emplacement military point values rather than indirect fire tasking ones.
  • Updated mine placement logic
  • should depend even less on amount of available ammo and should place more closely to the frontline.
  • Reduced economy choice randomness slightly.
  • Adjusted AT gun safety and setup parameters.
  • Special units will no longer be considered for forced combat functionality which should reduce how often they attack the enemy recklessly.
  • Greatly increased indirect fire unit aggressiveness in terms of positioning.
  • Reworked many aspects of USF early game economy.
  • Increased priority of purchasing Wehr veterancy upgrades based on how many units will benefit.
  • Slightly increased barbed wire placement threshold.
  • Updated Flak 38 functionality.
  • Updated Relay Point functionality.
  • Increased the time it takes for vehicles to be slightly moved in place when waiting at HQ for repairs.
  • Increased GMC Halftrack barrage position search range.
  • Reduced fallschirmpioneer purchase demand count decay.
  • Adjusted AI satchel charge avoidance parameters.
  • Updated all patch 1.8 and 1.8.1 battlegroup CP costs.
  • Fixed an issue where paradropped units would idle remain idle for a duration after landing.
  • Reduced AI smoke usage vs normal unit clumps (should reduce/remove cases where AI smokes out a single unit).

Update: 13 Sep, 2024 @ 9:45am

  • Fixed save game functionality. Experimental, please report any issues.
  • AI fog of war vision adjustments:
    • Implemented unit 'last spotted time' functionality.
    • Reworked all indirect fire position filters to utilize 'last spotted time' information. AI will now be able to temporarily 'see' units which have disappeared into fog of war.
    • Reduced vision of units in fog of war which haven't been seen recently.
  • Fixed an issue where all randomness was not working in the mod (this issue is present for all game mode scripts). Randomness in the mod would always chose the threshold lower bound outcome. The fix should result in more varied AI behavior, particularly relating to unit choices, but almost every aspect of the mod will be affected to a degree.
  • Reduced AI propencity to barrage low HP vehicles. This also affects how often it bombards low hitpoint vehicles in fog of war. Hopefully the change will rede the feeling that AI knows perfectly when to barrage under-repair vehicles.
  • Implemented Sherman 'keep them firing' ability.
  • Implemented reworked canister shot abilities.
  • Implemented CMP 15cwt fragmentation rounds ability.
  • Updated tripwire functionality.
  • Implemented Panzergrenadier automatic fire ability.
  • Implemented Brummbar shatter will ability.
  • Implemented LG40 HE shells ability.
  • Adjustment mine purchase threshold.
  • Fixed luftwaffe relay point functionality.
  • Reduced default AI bonuses. Please read this post for more info:
    • Manpower: 1.715 => 1.55
    • Munitions: 1.85 => 1.65
    • Fuel: 1.375 => 1.25
    • CP: 1.35 => 1.25
    • Production rate: 1.8 => 1.6
    • Experience: 1.8 => 1.6
    • Starting manpower: 120 => 100
    • Upkeep: 0.875 => 0.9
  • Slightly reduced the threshold for retreating squads which are being targeted by grenades.
  • Slightly adjusted grenade avoidance parameters.
  • AI is now more likely to buy extra engineers when it purchases more vehicles.
  • AI will retreat from combat slightly sooner.
  • AI will position its indirect fire units slightly more aggressively (in particular, it won't be quite as afraid to enter areas which were recently occupied by the enemy).
  • Fixed an issue where adjusting AI action speed didn't properly change AI update periodicity.
  • Implemented bazooka squad phosphorus rocket ability min range check.
  • Increased Whizbang position filter range.
  • Fixed multiple CP cost issues (mostly 1.7.0 update related).
  • Fixed multiple issues relating to AI not avoiding british squad abilities.

Update: 12 Jun, 2024 @ 10:28am

- Updated logo and description.

Update: 12 Jun, 2024 @ 9:30am

- New gameplay mode 'AI General' added.
- Fixed an issue where AI failed to repair vehicles at HQ.
- Victory Points slider now goes to a maximum of 5000 (from 2500).
- Adjusted AI capture priority for different point types, prioritizing fuel, ammo and high points more.
- Slightly decreased mines purchase threshold.
- When taking control of a dropped player, the AI will now assume Standard difficulty instead of Expert.
- Players overtaken by AI will now receive AI bonuses (only relevant in Extra Settings mode).

Update: 24 May, 2024 @ 10:47am

- Added separate income multiplier options per resource.
- Slightly increased barbed wire construction threshold.
- AI will build less barbed wire early in the match.
- Slightly walked back the earlier change to how dangerous AI considers units that it can't see.
- Slightly reduced AT gun purchase priorities.
- Slightly reduced Chaffee purchase priority.

Update: 10 May, 2024 @ 9:48am

- Implemented pathfinding to close-in functionality:
* Will consider areas which have cover to be better paths.
* Will consider line of sight blockers and impass blockers when choosing paths.
* Will consider HMG setup arcs when choosing paths.
* Units which prefer close quarters combat will prefer avoiding line of sight when closing in, whereas units which prefer long range will prefer to stay in line of sight so that they can continue firing.
* When line of sight matters, AI will consider the total number of units a given area is exposed to.
- General close-in functionality improvements:
* Implemented functionality to check current level of cover when considering whether to close-in on the enemy.
* Adjusted the way AI looks for cover at the close in target location.
* Adjusted unit close-in safety equation.
* Adjusted riflemen close-in safety threshold.
- Cover search now considers line of sight, impass and HMG firing arcs. Similar logic applies as for close-in functionality.
- Reduced the multiplier of how much threat AI perceives from units it cannot see in fog of war.
- Adjusted the way AI reacts to enemy snipers (will rush sooner, consider less dangerous).
- Implemented functionality to slightly move vehicles in place once they're waiting for repairs in base to prevent occasional AI lock-up issues caused by repair commands failing.
- Adjusted garrison parameters: Reduced radius, increased entering randomness threshold.
- Changed the way AI checks line of sight when considering emplacement locations - previously objects which only blocked impass but didn't block LOS would in fact be considered as LOS blockers, AI should now be more free to place emplacements which look over cover.
- Reworked the logic of enemy and friendly force direction from current unit used for safety assessment.
- USF Engineers can now use their satchel charge ability.
- Implemented update 1.6.6 command point cost changes.
- AI personalities which limit certain types of units now also limit the number of times AI can recrew those types of weapons.
- Slightly increased the strength of AT gun purchase multiplier for low AT guns AI personality.
- Reworked AT gun purchase priorities.
- Reduced USF M24 Chaffee purchase priority.
- Fixed an issue where AI would never dodge Guards gammon grenades and USF Engineer satchel charges.
- Fixed an issue where AI didn't consider Guards, Commandos, Gurkhas with SMG and Guastatori as assault units.
- Various performance improvements and minor bug fixes.

Update: 9 Apr, 2024 @ 12:53pm

- AI personalities implemented.
- Updated AI infantry rush functionality.
- AI will be more defensive around its own team weapons.
- Fixed an issue where AI would repeatedly enter and exit a garrison.
- AI can now swap its tasks sooner (squads won't always wait to reach their destination before choosing another one).
- Retreat & pullback parameters updated.
- Added the missing vision checks to all squad and entity abilities.
- Updated smoke ability to fully check vision of target for cases where there are friendlies near it.
- Various economy updates.
- Infantry section upgrade priorities reworked.
- Fixed AI not leaving buildings that are about to get destroyed.
- AI will be more aware of units which are rushable vs units which are specifically good at close quarters combat.
- Fixed a crash which could occur with the new British battlegroup.
- Fixed an issue where HMGs would unsetup during reload.
- Minor adjustments to cover taking logic.
- Fixed british assault flares never being used.
- Minor adjustments to barbed wire placement logic.
- Minor adjustments to various lock timers for how AI rushes the enemy and takes cover.
- Increased unblob radius (three and more squads close together will attempt to ungroup).

Update: 6 Apr, 2024 @ 3:20pm

- Fixed a crash relating to purchase target filters (two-point abilities).

Update: 6 Apr, 2024 @ 1:30pm

- Implemented AI action speed modifier setting.
- Implemented the new battlegroups to be used by AI - nearly all functionality implemented, but some still needs work, more updates to come.
- Implemented new battlegroup unit weights.
- Implemented new battlegroup ability avoidance.
- Added new battlegroup mines and units to various relevant unit lists (pickup limiting, mine exclusivity etc).
- Major improvements to MG and AT gun behavior.
- Made new large scale movement logic adjustments, particularly for units which prefer safety.
- Improved the way AI places 2-point offmap abilities.
- Barbed wire and sandbag placement improvements.
- Fixed issues causing AI to build emplacements very rarely.
- Fixed a crash which would happen when AI unlocks the churchill and has the T4 structure.
- Fixed a crash which would happen on certain avoidance abilities being used, and all future potential crashes of this kind.
- Fixed an issue where AT guns would never turn off vehicle prioritization.
- Implemented new fixes for pinning shot and vital shot type abilities.
- Increased how often Stug D will use its lockdown ability.
- Fixed an issue where DAK battlegroups had different pick weights (some would get picked more often than others).
- Minor adjustment to vehicle prioritization logic when considering weapon range.
- Reworked most priority queue values (for better action speed modifier functionality).
- Various general emplacement logic work.
- Wehr armored car will no longer receive forced facing commands (particularly relevant for when it gets upgraded with panzerbuchse).
- Adjusted resource cache unit weights.