Company of Heroes 3

Company of Heroes 3

Advanced AI
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Update: 2 Apr, 2024 @ 11:52am

- Full 1.6.0 patch support (except the new battlegroups).
- Implemented barbed wire construction.
- Implemented sandbag construction.
- Reworked many aspects of cover search algorithm:
* Improved precision.
* Properly handling yellow-cover-providing objects by scanning for these objects manually instead of utilizing engine's cover value functionality which was not working for many cases.
* Properly handling terrain cover - terrain cover is no longer affected by direction modifiers.
* Reworked many parameters for searching for cover from scratch, utilizing multiplicative modifiers instead of relying on additive scoring.
* Added exponential scaling of many of the scoring levers.
* Introduced the concept of cover direction similarity, in effect making AI choose areas in the middle of cover more effectively, as well as properly utilizing sandbag cover, which previously wasn't handled correctly.
* Fixed issues where areas where there were many cover-providing objects were considered much better cover than they were in reality.
* Introduced the concept of impass-searching the final command position, making AI hug cover much more precisely.
* Introduced the concept of max cover value, allowing to better differentiate between different levels of cover overall.
* The algorithm is now flexible enough to be used for functionality such as finding good sandbag and barbed wire locations.
* Adjusted search radii which should hopefully result in AI taking cover more quickly overall instead of moving to a far away perfect cover location.
* Adjusted values for cover search when closing in on the enemy, making AI more likely to push directly into the enemy squads.
- Unit safety logic:
* AI will feel slightly less inclined to rush towards rushable units, whereas previously it would rush towards them in almost all situations.
* AI will consider own rushable value when engaging rushable units.
* Adjusted many weights of rushable units, making AI much less likely to push into close quarters infantry and base defenses.
* Fixed an issue where rangers were not considered a close range unit.
- Special unit improvements:
* Team weapons will setup slightly sooner.
* Team weapons which use facing may now try to predict the movement velocity of the unit they're targeting and will try setup towards an area where the enemy might be in the near future.
* Introduced the concept of general abilities for special units - these are abilities which can be used despite the weapon not being properly setup.
* Reworked all safety parameters, particularly AT guns will be less likely to retreat from vehicles and snipers will be more likely to pull back when becoming in proximity with the enemy.
- Reduced AI popcap bonuses.
- Major updates to US economy.
- Units which are not meant for fighting 1v1 will be less likely to move towards the edges of the map (away from all hqs).
- Increased the purchase priority of all heavy vehicles, and especially tiger tanks.
- Fixed an issue where pathfinders would often idle due to trying to cast not yet unlocked abilities.
- Reworked mine purchase requirements / priority logic.
- Adjusted victory point attack, capture, panic values, making AI be more aggressive towards victory points overall.
- Slightly reduced the priority of strategic points that are far away from current squad.
- Adjusted emplacement, observation post purchase priorities.
- Bazooka team will try to position itself closer to areas where there is enemy armor.
- Reduced economy eta priority decay - AI will choose options that it needs to wait for more often.
- Introduced the concept of actions which can only be performed during strategic point capture.
- Fixed weasel incorrect weapon drop ability references.
- Removed US pack howitzer veterancy abilities as they don't exist on the unit.
- Fixed pinning shot ability target search range.
- Fixed easy 8 having a canister shot ability and not utilizing its hvap rounds ability.
- Many internal systems have seen revamps and optimizations for futureproofing and overall code correctness.

Update: 22 Mar, 2024 @ 10:30am

- Vehicle behavior:
* Implemented most vehicle abilities into the mod (previously AI used only a few select ones and barrages).
* Implemented a safety modifier for vehicles during ability usage. This should let AI finish its barrages more often before retreating.
* Implemented US mechanized support center smoke barrages.
* Increased vehicle aggressiveness across the board.
* Implemented functionality to allow multiple vehicle prioritization abilities per unit, used the functionality for command tank AP rounds.
* Implemented Hellcat barrage.
* Fixed DAK Stug D getting forced facing commands.
- General safety assessment logic:
* Implemented functionality for AI to consider nearby vehicle top speed when considering their safety - AI should retreat from units like the 8rad much sooner.
* Implemented vision check - this should make it easier to ambush AI from fog of war, and it should especially make AI vehicles worse at avoiding AT guns it doesn't see, increase infantry aggressiveness slightly.
* Units which don't have any weapons that can range AI's unit will now be considered less dangerous.
* Adjusted various parameters in general.
- Avoidance functionality:
* Fixed AI completely ignoring player-used player abilities.
* AI will now avoid friendly abilities.
* Updated & reworked nearly all avoidance delays, chance to miss & other parameters.
* Fixed issues where AI incorrectly calculated movement direction when avoiding.
* Added brummbar bunker buster barrage to avoidance.
* Fixed an issue where AI would run more avoidance loop iterations than there are avoidance areas (performance-related).
* Fixed a crash related to AI trying to avoid squad&entity-targeted player abilities.
- Special unit control:
* Fixed an issue where special units didn't calculate threat distance threat properly, resulting in them not pulling back from danger.
* Rebalanced many special unit safety parameters. Sniper in particular should now once again properly attack move forward and then pull back once pushed properly.
* Implemented functionality which now detects HMGs in progress of setting up properly despite engine limitations.
* HMG units are now allowed to attack move, making them much less likely to not react to meeting an enemy unit.
* Fixed HMG setup angle threshold being too high.
- Barrage control:
* Implemented functionality which makes AI less likely to barrage same area of the map within a short period of time.
* Fixed issues where AI was unable to ever see enemy entities in fog of war.
* AI will want to barrage low health emplacements and vehicles more than full health ones.
* AI will prefer barraging entities over squads.
* AI will no longer be able to see emplacements in fog of war for a certain duration of time.
* Adjusted AI fog of war data accruement parameters.
- Economy:
* Implemented multiple new settings for controlling how AI counters unit classes.
* Made many improvements to how AI counters armor early in the game, it should much more consistently be prepared for early vehicles.
* AI anti-tank class value no longer scales linearly, once AI saturates the field with AT, it should refocus on purchasing normal units even if the enemy keeps buying more armor.
* In cases where AI has less anti-tank than enemy has armor, AI will be forced to react much sooner.
* Implemented functionality which limits the AI from queuing too many units early in the game, the limits are based on total amount of resources AI has at the start of the game. This should improve AI unit composition in high resource start games drastically.
* Reduced the chance of picking currently worst possible but pickable choice.
* Slightly increased base count decay value - should result in AI spamming same units less often across the board.
* Emplacement and mine purchase priority now depends slightly on the total number of AI players in the game. This is needed because AI player count affects update frequency of engineer squads, so in lower player count games, AI would buy many more emplacements and mines compared to high player count games.
* Adjusted many class counter multipliers to generally improve AI unit compositions and countering.
* Adjusted priorities of many AT units to work properly with new multipliers and to achieve the desired effect of AI countering early armor better.
* Adjusted base emplacement purchase priority.
* Implemented an extra uniqueness radius check for some emplacement upgrades - emplacements like med bunkers should be much less likely to be placed near other med bunkers.
* Rebalanced emplacement class values, AI should counter emplacements better.
* Rebalanced ETA decay values.
* Reduced mine purchase frequency.
* Reduced US halftrack purchase priority.
* Reduced Wehr halftrack purchase priority.
* Increased mechanized assault tactics purchase priority.
* Increased L6/40 purchase priority.
* Increased M13/40 carro armato purchase priority.
* Increased Walking Stuka purchase priority.
* Reduced Dingo purchase priority.
* Fixed incorrect Artillery Observers requirement.
* Added jeep commander upgrade to the mod.
- Fixed AI usage of timed abilities which are meant to be used against enemy vehicles (AP rounds).
- Reworked AI vehicle value calculation equation.
- Reworked squad weight multiplier values: Removed many halftrack and light vehicle weight reductions, further decreased indirect fire unit & AT gun weights, decreased bazooka team weight.
- Reworked all custom vehicle armor values.
- Reduced AI smoke ability usage across the board.
- Implemented vehicle awareness active ability.
- Adjusted defensive emplacement placement logic - AI should place its howitzers in slightly safer areas.
- Implemented functionality to grant priority queue value based on squad military point priority choice type, added custom values to all special units - will result in faster reaction time & more actions for these units in general.
- Various priority queue parameter tweaks.
- Fixed incorrect Italian combined arms pact of steel and artillery cover CP costs.
- Fixed multiple issues related to current time in the script, where the time wasn't always updated correctly, or was updated too late within the update sequence.
- Base emplacements are no longer completely ignored by AI.
- Various optimizations and general code improvements.
- Disabled custom lua garbage collection.

Update: 29 Feb, 2024 @ 2:53pm

- Implemented hotfix 1.5.1 changes (british training center requirements).
- Adjusted / reduced forward repair assembly purchase priority.
- Mine laying requirement now has a limit on how much AI current munitions amount can affect it.
- Slightly increased the mine laying distance from HQ multiplier.
- Fixed Light Vehicle Withdraw and Refit CP cost.

Update: 29 Feb, 2024 @ 1:42am

- Slightly reduced AI mine laying frequency (particularly when it has an excess of munitions).
- Slightly increased resource cache purchase priority.
- Restored compatibility with tuning packs which change which abilities squads have.
- Fixed Wehr pioneer and fallschirmpioneer minesweeping functionality.
- Increased minesweeper toggle ability priority (AI will put away minesweepers in combat sooner).
- Added dingo barrage and fake flare abilities to AI avoidance.
- Fixed a crash related to AT weapon swap toggle abilities.
- Fixed an issue where USF engineers and assault engineers would sometimes toggle minesweepers on during combat.
- Fixed an issue where coastal officer inspire ability could be used when there aren't friendly squads nearby.
- Fixed incorrect Assault Grenadier breach ability reference.
- Fixed incorrect Fallschirmjager breach ability reference.

Update: 28 Feb, 2024 @ 6:56am

- Fully implemented all available emplacements, resource caches and emplacement abilities into the AI (this does not include sandbags, tank traps, barbed wire).
- Fully implemented the Italian Coastal battlegroup.
- Fully implemented 1.5 patch changes.
- Vehicle behavior improvements:
* All vehicle smoke canister abilities implemented.
* Vehicle safety assessment now includes a health delta consideration, vehicles will be generally much more aggressive until they start taking damage.
* Greatly reduced vehicle retreat lock timers, allowing vehicles to reengage almost right away when it's feasible.
* Vehicles will stay in combat longer if there are low health enemy vehicles nearby.
* Reworked vehicle close in parameters.
* Reduced vehicle military point choice capture weights.
* Implemented kradschutzen motorcycle self repair ability.
* Implemented Stummel abilities.
* Implemented Wehr Halftrack safety preset and mines usage.
* Implemented Kettenkrad mines usage.
* Moved jeep self repair ability from general-use actions to out-of-combat actions.
* Fixed incorrect 4x4 truck self repair ability out of combat duration requirement.
* Made various general fixes to vehicle ability usage logic.
* Fixed incorrect vehicle priority queue behavior related to repairing at HQ conditions which also caused rare crashes.
* Churchill vehicles will now receive forced facing commands.
* Grant will no longer receive forced facing commands.
- Barrage functionality improvements:
* AI will now dodge friendly barrages.
* Reviewed and updated all barrage ability ranges, fixing issues where some barrages had drastically shorter search radii than the max radius of the actual barrage ability. This should cause AI to use its barrage units even more often and on better targets. Be wary of AI barraging your HQ retreated units!
* Reduced the clump weights of various team weapons (making AI take longer to barrage them, as well as reducing their "visibility" in fog of war).
* Updated AI fog of war vision parameters (slightly increased the history value vision).
* Reduced indirect unit military point choice capture weights.
- Major updates to economy:
* Increased the diversity of possible choices that AI makes at any point in the game.
* Decreased the chance that the current lowest-priority choice will be picked.
* Secondary choice ETA multiplier reduced.
* Ammo economy updates - faster choice timeout, ETA multiplier increase.
* Large Wehr economy reworks, allowing AI to rush out light vehicles sooner and generally to make more varied decisions.
* All factions have seen various changes to AI unit prioritization.
* Purchases now validate population requirements - prevents AI from queuing too many things when it's population capped, makes AI buy more things which cost no population in such cases.
* Fixed issues where some squads were not properly counted due to having conversion upgrades.
* Various purchase demand tweaking to improve variety and counters.
- Avoidance functionality improvements:
* Implemented extra avoidance presets.
* Adjusted many avoidance preset timings, making AI avoid various barrages only after a shell lands rather than before.
* Added missing barrages to AI ability avoidance settings.
* Made nebelwerfer barrages have a higher chance to cause a retreat.
* Obice barrage preset changed from large to very large.
* Carbet Bombing ability now considered a very large offmap ability, should make AI much more wary of being anywhere near its usage location.
* Performance optimizations.
- Repair-related improvements:
* More combat-focused units now have smaller repair target search radii than engineer units.
* Implemented a validation step to AI's repair functionality, causing AI to stop executing a repair action if its under attack.
* Added an extra check to repair ability filter which will prevent AI from considering units which it can't repair for repair ability usage (also fixes cases like coastal reserves).
* Further decreased repair ability filter squad search radius, to prevent squads from chasing vehicles on the battlefield.
- Reworked AI building placement logic.
- Fixed an issue where AI would fail to build its base structures if the base sector was not large enough.
- Implemented a fail-safe, where AI will cancel any in-progress structures which are no longer being constructed (although most normal cancellation behaviors are near-instant).
- Low health units will now be updated more frequently.
- Improved the behavior of Wehr Flak 30 20mm AA squad, it will avoid danger more reliably.
- Improved AI's capability to preemptively counter enemy armor.
- Engineer units now use custom large-scale tasking weights, prioritizing areas where they might want to place emplacements, or repair emplacements.
- Fixed 'last purchase time' functionality to now be based on different players instead of being global. This is mainly used to prevent unique upgrades being attempted to be purchased twice.
- Made a minor improvement to battlegroup purchasing where AI should immediately pick the free upgrade if it's the only one available on that tree.
- Made various fixes to logic executed when units are first seen, including fixes where AI failed to recognize emplacements properly and failed to find emplacements which function as squads within the engine.
- Added and updated various emplacement weight parameters (AI should barrage and counter emplacements better).
- Fixed an issue where AI would consider its task arrival destination incorrectly.
- Fixed an issue where AI would remove military points from consideration due to time out or incorrect orders (fixes a rare crash and AI sometimes not capturing points).
- Changed garrison functionality to use a custom quad-tree-based radius search rather than utilizing the very expensive default neutral entity search, slightly increased search radius.
- AI can now recrew abandoned emplacements.
- AI can now enter owned emplacements.
- Emplacements with 1 slot can now be garrisoned by AI, whereas it will still ignore normal buildings which only have 1 slot.
- Emplacements have a larger chance to be garrisoned than normal buildings.
- Fixed an issue where units performing an action could be pulled by forced combat functionality.
- Fixed merge ability not working.
- Fixed Easy 8 veterancy not unlocking.
- Reworked automatic military point placement at the start of the match functionality (better impass checks, more points).
- Reduced the limit of mortars and HMGs that AI can pick up, to prevent overall HMG & mortar number from becoming too high.
- Changed in-territory checks to in-supply checks, this also fixes rare cases where some squads would never actually purchase their squad upgrades.
- Reworked concealing smoke functionality.
- Fixed Breakthrough battlegroup ability requirement.
- Fixed Mechanized Assault Group ability reference.
- Fixed Fragmentation Bombs battlegroup ability requirement.
- Fixed Wehr Stuka Loiter battlegroup ability requirement.
- Flares ability now uses clump targets instead of smoke targets.
- Minor fix for offmap smoke barrage target filter preventing AI from considering locations it doesn't see.
- Minor updates to smoke ability targets (randomness-related).
- Smoke barrages can now target unit clumps.
- Fixed an issue where units performing actions could still receive new tasks.
- Fixed an issue where squads would sometimes repeatedly enter and exit buildings.
- Slightly increased Satchel ability target search range.
- Reworked Assault Grenadiers tactical assault usage requirements.
- Fixed an issue where AT switch ability would always pass requirement and would only be cancelled in target acquisition stage of casting an ability.
- Minor priority queue value changes.
- Fixed an issue where starting manpower bonus scaled incorrectly.
- Implemented custom lua garbage collection.

Update: 2 Feb, 2024 @ 11:08am

- Implemented functionality which lets AI construct on-field structures. Emplacements are not yet implemented, but this functionality is about 75% capable of supporting them.
- Implemented mine construction.
- Implemented mine sweeping.
- Fixed a major issue where AI would only consider ability-based economy items for purchase if it already had enough money to buy them immediately. This fixes a lot of problems where AI would not properly buy expensive units (including DAK armored reserves abilities), or offmap abilities.
- Fixed a major British AI economy issue, where it would get stuck on trying to repurchase its medical tent. This would cause it to fail buying new units in lategame.
- Reworked the way AI places its structures:
* AI will now place its base structures further away from its HQ, especially the early ones.
* Heavily improved performance (removed occasional bad spikes).
* Structure placement logic is much less likely to fail.
- Fixed an issue with vehicle movement preventing vehicles from properly closing in.
- Reworked vehicle close-in parameters.
- Adjustmented vehicle safety assessment values.
- Implemented functionality to exit low hitpoint buildings even when in otherwise relative safety.
- Economy pass, mostly relating to call-in functionality fixes, but also to improving variety when it comes to least & most utilized units by the AI.
- Economy choice threshold increased - this will increase variety overall, but low priority purchases remain quite unlikely to be chosen despite being included in the choice list.
- Reworked DAK armored assault tactics ability priorities.
- Made AI take cover slightly more reliably at the cost of it sometimes receiving unnecessary move orders.
- Fixed an issue where AI starting buildings would get added as production structures twice, causing incorrect economy behavior and many instances of AI failing to spend resources.
- Rangers set as assault units, they will now close in on the enemy much more often.
- Adjusted repair target filter radii. Smaller radius for searching for friendly squads (vehicles), this should prevent excessive vehicle chasing. Sligtly larger friendly entity search radius.
- Adjusted booby trap ability target search radius.
- Fixed an issue where booby trap ability would not be cast on territory points captured by teammates.
- Squads held in vehicles will now exit if vehicle retreats.
- Decreased the frequency of AI usage of drop crate type abilities (rangers).
- Major performance improvements:
* Implemented custom neutral entity search functionality, fixing performance spikes for large radius searches and improving performance in general. Should be particularly impactful for larger and densely packed maps.
* Implemented a new system for update budget handling, the functionality is now much more consistent in terms of timings and AI systems won't slow down too much in lategame.
* Reduced update budget due to consistency improvements.
* Improved repair target filter performance.
* Some AI updates approximate their performance budget cost better.
- Fixed an issue where AI would not use certain abilities due to incorrect overall ability weight calculations.
- Fixed issues where autobuild purchases (base structures) would not always be properly locked out from each other, causing incorrect economy behavior.
- Fixed an issue where AI was not able to pick up dropped BAR rifles.
- Fixed a minor rare issue where economy functionality would work incorrectly due to division by zero (probably didn't affect anything as it would only happen until any units would get detected on the field).
- Fixed an issue where DAK Vehicle Awareness and Artillery Cover battlegroup upgrades costs were set incorrectly.
- Fixed an issue where Fallschirmpioneers unit was considered to be a munitions economy purchase.
- Set LG40 as a main economy purchase rather than a munitions economy purchase.
- Fixed an issue where Sherman Whizbang was not properly avoiding danger.

Update: 20 Jan, 2024 @ 1:17pm

- Fixed an issue where AI would not be able to correctly detect when abilities are done being used, which would result to many units getting stuck in place (particularly impactful for indirect fire units).
- Fixed multiple issues related to squad repair functionality.
- Increased bridge repair search radius.

Update: 19 Jan, 2024 @ 11:32am

- Fixed a major issue where any converted squads would not be properly detected and would fail to use any of their custom behaviors (such as abilities).
- Major economy pass, all faction economies were reviewed and updated, particularly DAK.
- Implemented functionality to fully pull back team weapons which can't be retreated back to HQ for reinforcements.
- Towed units are no longer immediateately unhooked, they will be driven close to the frontline and unhooked there.
- Squads inside halftracks will now sometimes fight from inside them.
- Implemented functionality to sometimes get inside halftracks and mount tanks while at base.
- Implemented functionality to put away minesweepers while in combat.
- Increased economy choice range - this will allow AI to do more unorthodox choices sometimes, but those choices are still correctly reduced in terms of purchase priority, just not completely filtered out.
- Implemented extra ability cast verification which will prevent AI from trying to use abilities which are on cooldown.
- Base implementation of vehicle combat ability usage, but not yet used.
- Implemented new type of abilities which can be used without any restrictions (such as being in combat, not currently pulling back etc) and moved relevant abilities from out of combat ability type to the new one. This includes self-repair / medkit abilities, veterancy choosing abilities and more.
- Various improvements to AI repair functionality:
* Fixed an issue where repairing squads would randomly switch their repair target if a new vehicle came into range.
* Now checking for closest vehicle to repair.
* Fixed potential idling issues.
* Fixed incorrect Sapper, Panzergrenadier and Panzerjager repair ability references. This could cause them to indefinitely idle.
* Fixed repeated vehicle retreat commands for vehicles which were already back at HQ.
* Fixed some instances where repaired tanks could get pulled back to battle too soon.
- Implemented an upper limit to fuel economy boost (if AI has excess fuel, it will no longer endlessly increase the priority of purchasing expensive fuel purchases).
- Implemented the beginning iteration of a system which will allow the AI to refocus its purchase priorities in super-lategame back to infantry when needed, because fuel becomes too abundant due to upkeep.
- Implemented registered artillery ability functionality.
- Implemented sound the alarm ability functionality.
- Reworked and fixed propaganda war ability usage.
- Fixed an issue where AI would control Advanced Infantry battlegroup Infantry Assault ability squads.
- Slightly increased booby trap ability search range.
- Increased victory point capture priority.
- Temporarily disabled Towed Cannone DA 105/28 Field Howitzer upgrade as AI can't use it.
- Further increased battlegroup upgrade wait time.
- On-field repair ability can't be used if it's already in progress.
- Fixed an issue where hellcat would not pick its veterancy upgrades.
- Fixed an issue where AI would attempt to use medkits despite being in combat under rare circumstances.
- Fixed an issue where AI would attempt to use Raiding Flares despite not having it unlocked in the battlegroup.

Update: 15 Jan, 2024 @ 10:08am

- Implemented DAK booby trap functionality (thanks Garhhus).
- Fixed multiple issues where AI would fail to pickup dropped slot items, team weapons or supply crates.
- Rebalanced USF airborne supply drop purchase demand functionality. It is now properly considered a manpower purchase, and has special demand rules depending on how much ammunition AI has at a given moment, and if it has already purchased a medical station or not.
- Further tweaking of stationary & rushable unit class multipliers (mostly affects how many indirect fire units AI buys most).
- Tweaked British Training Center infantry and team weapon upgrade purchase demand parameters.
- Reduced AI usage of recon plane abilities.

Update: 13 Jan, 2024 @ 12:59pm

- Implemented a new unit class to AI called 'Stationary' and added values of this class to all relevant units. This class is now used in place of 'rushable' class. This will improve AI decisionmaking for indirect fire and anti-rush units, units which can exploit enemy rushable units vs stationary units.
- Fixed class weight functionality for the majority of emplacements, particularly howitzer emplacement and emplacements which require upgrades. AI will now properly counter these structures.
- Made a plethora of general economy adjustments: Stug D, Stuart, Designate Assault Position, USF engineers, Bulldozer, M3 halftrack, humber.
- Adjusted various economy class & anticlass multipliers to improve AI decisionmaking when countering rushable, stationary units, when purchasing more indirect fire units when some already exist on the field.
- Reworked rangers purchase priority in a way which should allow some riflemen to remain on the field in some situations.
- Fixed an issue where British heavy mortar would not get properly counted when considering purchase priority.
- Fixed advanced infantry battlegroup infantry assault ability.
- Implemented a new target filter for abilities which are meant to buff in-combat infantry, designate assault position now uses this targeting.
- Adjusted initial and minimum clump weights when considering offmap barrages (minimum weight is reached by having excess munitions).
- Fixed an issue where even with very low (zero) fuel income, the eta value would not grow accordingly.
- Adjusted the automatic base weight calculation equation for entities. Base structures, emplacements etc will contribute to AI base army strength value less and will be assaulted by enemy infantry more easily.
- Added mines to exclude list.
- Fixed issues where some emplacements and base structures were considered for global data collection multiple times.
- Fixed issues where invulnerable entities would be considered for global data collection.