Company of Heroes 3

Company of Heroes 3

Advanced AI
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Update: 11 Jan, 2024 @ 1:13pm

- Completely reworked vehicle safety logic and all safety values - it is now using real-time nearby unit search rather than the accumulated grid data that it used before. Previously vehicles could take multiple seconds to respond to nearby threat, but now they're fully aware of their situation at the moment they're updated.
- Reworked special unit (team weapons, snipers, AT guns, barrage units etc) safety logic and all safety values - it is now using rel-time nearby unit search without partially utilizing the accumulated grid data that it used before. Previously special units could take multiple seconds to respond to nearby threat, but now they're fully aware of their situation at the moment they're updated.
- Reworked many aspects of vehicle behavior in general.
- Fixed a major issue where AI would fail to retreat with vehicles or pull back with units that can't retreat if map elevation was very high (incorrect vector normalization due to vertical axis).
- Fixed a major issue where AI would idle with its units near HQ much longer than needed.
- Reworked large-scale movement capture priority functionality - all unit types are now affected by a strategic point capture value, but if there aren't capturing units for the point and if a unit can capture it, the priority for that point will be greatly increased.
- Reworked many of the large scale movement priorities - AI will focus slightly better on edges of the map, it will move its forces slightly grouped up,
- Reworked many aspects of AI squad tasking in general.
- Implemented functionality to replace a capturing squad that's heading to capture a strategic point - if a squad is closer to the point and decides to attack the same area, the previously designated capture squad will be given a new task and the squad that's closer will now become the capturing squad.
- Generally improved consistency of vehicle barrages.
- AI will no longer barrage an area if there are friendly units nearby.
- AI is no longer allowed to use offmap barrages on an area if there aren't enemy units present nearby.
- AI will be much better at targeting units which are susceptible to being barraged (MGs, enemy mortars, bunkers etc).
- Fixed a major lockup issue for USF airborne battlegroup once it reached the end of leftside tree.
- Fixed an issue where AI would barrage much less often if it was low on ammunition, even with free barrage abilities.
- Made a plethora of economy adjustments:
* Reduced riflemen spam.
* Further adjustments to indirect fire unit purchase logic.
* Fixed fallschirmpioneer spam.
* Increased USF engineer priority.
* Increased USF HMG priority.
* Increased USF Airborne priority.
* Increased M3 Halftrack upgrade priority.
* Increased Fallschirmjager priority.
* Reworked LG40 Recoilless Launcher purchase values.
* Updated Kradschutzen priorities.
* Increased DAK armored reserves upgrade priority.
- Implemented DAK panzerpioneer rifle smoke grenade ability.
- Implemented DAK salvage abilities.
- AI will use squad abilities slightly less often in order to save up more munitions for other uses (such as squad upgrades).
- Fixed an issue where AI could queue the same permanent upgrade multiple times if it had excess resources.
- Adjusted pullback settings - units will pullback slightly less overall, but if they're facing a large enemy army they will take longer to decide to engage it.
- Implemented a failsafe for how AI updates its units when there is a very low number of them.
- Slightly increased the speed of AI global grid data updates (should make AI place its barrages more precisely as well as improve large scale maneuvering).
- Slightly increased AI starting manpower bonus.
- AI will now properly consider nearby enemy entities as combat units for parts of the code where it previously didn't.
- Correctly filtering squads where needed to make sure things like planes and invincible entities that grant sight (for example recon loiters) aren't considered as enemy units.
- Increased clump search ranges for many barrage abilities.
- Many performance improvements.

Update: 28 Dec, 2023 @ 12:45pm

- Fixed a major issue where AI calculated total team army strenghts incorrectly.
- Large-scale movement work:
* Fixed multiple major issues related to how AI calculated and used a value governing how aggressive it should be on the map (especially relevant for pushing enemy HQs).
* Removed functionality where value governing how aggressive AI should be on the map was changing gradually, AI will now recognize its advantage / disadvantage almost immediately.
* Fixed a major issue where AI would consider threat history as important as current threat for military points.
* Most current threat value (without history threat value) of an area is now sometimes used in some aspects of military point value calculation, allowing for greater precision when moving threat-sensitive units, exploiting openings etc.
* Functionality which calculates distances to all HQs will now ignore players which have no or very little army left and instead choose first alive friendly player's HQ.
* Greatly increased AI aggressiveness overall.
* Greatly improved situations where AI would be idle in the middle of the map instead of pushing further, and especially when it comes to pushing enemy HQs.
* Fixed an issue where sometimes AI was not aware of player HQ positions (especially on maps with unified base sectors).
* Reworked many functionalities regarding how AI reacts to threat.
* Reworked indirect unit type tasking - should be much better at avoiding threat, but also much better at coming closer to combat so these units can be in range to use their abilities.
* Reworked AT unit type tasking - should send these units towards enemy vehicles much more reliably while avoiding saturating a single area with AT capability too much.
* Reworked vehicle unit type tasking - should avoid AT much more reliably, no longer specifically prioritizes attacking enemy vehicles.
* Tasking randomness functionality should be slightly more pronounced (AI will sometimes shift focus towards new areas of the map slightly more aggressively if possible).
* Reduced threat search radius which should allow AI to focus slightly better on individual areas of the map when appropriate.
- Economy:
* Fixed an major issue where AI would never properly wait for expensive battlegroup choices.
* Reduced choice randomness.
* Reviewed and updated all bunker weight values, AI should properly buy indirect fire against them and barrage their positions.
* Adjusted ETA functionality, AI should spend its excess resources slightly more reliably.
* Adjusted purchase class/anticlass multipliers for rushable, indirect, antitank classes (AI should more appropriately counter static weaponry, enemy vehicles).
* Reworked all indirect unit purchase priorities.
* Increased Tiger purchase priority (should now finally be purchased by AI after battlegroup functionality is fixed).
* Reduced Fallschirmpioneer purchase priority.
- Vehicle danger assessment work:
* Fixed issues where AI would be too scared around enemy vehicles.
* General improvements to aggressiveness while maintaining avoidance of AT hotspots and general uneven encounters.
* Reviewed and updated all vehicle anti-tank weight values.
- Replaced average team HQ position functionality which was used for several parts of the AI code such as calculating direction to friendly HQs. AI will now look for closest friendly HQ instead when appropriate, or use own.
- Dead entities will no longer be considered to have any army weight (destroyed HQs).
- Removed barrage position cache functionality, barrage positions will always be recalculated.
- Fixed an issue where barrage search function looked for 2nd nearby squad incorrectly.
- Added infantry section recce package forward observers barrage to AI.
- Increased ranger squad base weight multiplier (AI will behave more safely around rangers and consider ranger armies generally stronger).
- Slightly increased maximum AI starting manpower bonus.
- AI will retreat/pullback when an ability is used against them slightly more often (instead of moving directly into the enemy).
- British training no longer considered as a building with army weight as it cannot be targeted.
- Priority queue value adjustments - more update priority for vehicles, slightly less update priority for in-combat squads.
- Fixed some issues where AI could move outside of map borders.
- Added an extra interactable point check when automatically creating AI military points on the map.

Update: 24 Dec, 2023 @ 7:51am

- AI should purchase more indirect fire units.
- Improved behavior of non-combat vehicles, they should avoid danger much more consistently.
- Vehicles can now have their barrages interrupted when in danger.
- Implemented retreat minimum enemy distance for non-combat vehicles, making sure they only retreat when there's danger present.
- Implemented retreat min enemy distance reduction for barraging, to allow non-combat barrage vehicles to get closer to combat and to make barrage interrupt functionality work correctly.
- Vehicle safety assessment now adjusts more factors based on vehicle's health remaining.
- Reworked DAK T4 purchase priorities, this should fix an issue where AI fails to spend its money and waits for this structure when it becomes available for purchase, it'll also allow DAK to stay on lower tiers for longer sometimes.
- Implemented Semovente 75/18 barrage ability.
- Implemented additional checks for various retreat functionalities preventing them to be triggered when there aren't any enemies present nearby at all.
- Slightly increased Data systems update rate (for more precise barrage positions and general large-scale data accumulation).
- Fixed an issue where stuka zu fuss was considered a normal combat unit for large-scale movement.
- Set Reconnaissance Tractor to be considered an mobile artillery unit for large-scale movement.
- Slightly reduced stuka zu fuss barrage clump search ranges.
- Minor adjustment to recrew safety threshold.
- Further increased limitations on how many engineers AI will want to purchase.
- Increased DAK tractor vehicle purchase priority.
- Increased American mortar purchase priority.
- Increased British Bishop purchase priority.
- Slightly increased AI threat aggressiveness for normal units (AI will push more directly into the enemy when having a general strength advantage).
- Adjusted vehicle retreat timers (healthy vehicles will re-engage into combat faster).

Update: 23 Dec, 2023 @ 6:20am

- Reduced AI update budget substantially.
- Reduced AI resource bonuses across the board.
- Reduced AI popcap bonus to be around 200 on max settings.
- Easy-Hard AI difficulties no longer receive starting manpower penalties (wasn't intended).
- Fixed a major issue relating to pickup & recrew logic, tweaked safety thresholds.
- Vehicles will no longer be considered for pickup & recrew logic (substantial performance improvement).
- Fixed multiple issues relating to AI purchase decisions when using increased starting resource options (engineer spam, tech progression).
- Fixed issues relating to AI purchase priorities when it has excess manpower.
- Fixed M29 Weasel with M1 Pack Howitzer call-in purchase parameters, changed limit to two, but counting both pack howitzer and weasel.
- Introduced stricter engineer squad purchase priority count decay exponents (AI will not be allowed to spam these units).
- Made further improvements to vehicle safety assessment logic.
- Introduced functionality to queue the next queued movement command (wasn't possible before as it is a custom queued movement script), which may resolve issues with vehicles getting stuck on impassable terrain.
- Fixed an issue related to vehicle idleness status - retreated idle vehicles should be updated less frequently, letting other squads take higher priority.
- Fixed issues relating to vehicle retreat timer.
- Increased max autobuild distance slightly (potential fix to AI failing to build its structures).
- Fixed an issue with AI mortar DOT avoidance profile duration.
- Fixed a minor issue relating to retreating squad priority queue value.

Update: 17 Dec, 2023 @ 12:38pm

- Added coastal reserves battlegroup bunker information to AI so it will properly counter them with indirect fire and other units.
- Added coastal reserves and advanced infantry unit and player abilities to AI avoidance to allow AI to properly dodge them.
- Reworked vehicle close-in functionality.
- Further work relating to vehicle safety assessment logic.
- Adjusted AT gun military point prioritization values slightly, should result in AI sending its AT guns to more logical spots on the map.

Update: 14 Dec, 2023 @ 12:29pm

- Fixed a major issue affecting large-scale data collection on the map where previous values failed to be reset and would endlessly grow. This would cause incorrect barrage positions, very strange vehicle behavior, and many other issues (bug was introduced last update).
- Implemented weapon-based infantry AT capability calculation functionality, replaced old upgrade&static-based weights with the new system. Picked up AT weapons now affect AI's knowledge of squad AT capabilities.
- Reworked vehicle safety logic.
- Implemented functionality to increase danger required to retreat for vehicles which have recently been retreated.
- Reworked vehicle close in threshold logic.
- Updated vehicle close in distance calculation logic.
- Reworked vehicle rush-past logic.
- Implemented team weapon pickup limits which should prevent AI from sometimes endlessly growing numbers of its team weapons if it's being bombarded with indirect fire.
- Reduced command tank base purchase priority.

Update: 9 Dec, 2023 @ 10:59am

- AI can now use Advanced Infantry battlegroup.
- Fixed a plethora of issues which arose from various functionality changing with the update.
- Fixed AI not using Tiger tank and Command Panzer IV.
- Fixed an issue where US halftracks would remain idle after exiting combat and having a veterancy level. This also meaningfully addresses idle squads issues as the idling halftracks would take up a big portion of the AI's available update budget despite not doing anything.
- Fixed repair squads failing to repair vehicles (and bridges/buildings) in certain circumstances.
- Increased lategame AI update budget (slightly lower performance, but should improve AIs overall unit control and reduce squad idling).
- Fixed AI failing to pick up paradropped supplies.
- Vehicle behavior improvements.
- Added a specific custom vehicle preset to a set of halftracks.
- Implemented a performance optimization where two copies of all data are switched for use, rather than copying over all data every time into one table when the data is ready. This severely reduces amount of operations needed for the data finalization step on large maps.
- Data initialization step is now separated out from a set of other data update steps which should reduce frametime.
- Reduced the number of updated squads per update step for data portion of the AI, this should result in fewer data initialization steps as well as reduce the overall intensiveness of data updates which are ran in parallel to unit logic, improving performance in general.
- Implemented a set of performance optimizations relating to ability requirements.
- Updated GMC barrage range.
- Updated Wehr T4 structure requirements.
- Fixed several incorrect battlegroup upgrade CP costs.
- Updated bazooka squad purchase priority.
- Reduced paradropped supply ability priority.
- Fixed an issue where special operations supply operations ability had overly large purchase priority.

Update: 17 Oct, 2023 @ 12:58pm

- Implemented a system to fix issues of AI idling near strategic points instead of capturing them.
- Removed damage modifier settings.
- Introduced received accuracy options in place of received damage options (global, ai-only).
- Fixed British ability usage: Sapper no69 grenade, Tommy rifle grenade, Tommy AT grenade, Tommy flare, Guards gammon bomb.
- Multiple extra potential bug fixes / data validity checks.

Update: 4 Oct, 2023 @ 12:49pm

- Updated DAK tech tree and command trees to patch 1.3.0.
- Added an additional starting resources option with 3500 manpower, 300 munitions and 400 fuel.

Update: 13 Aug, 2023 @ 4:22am

- Increased 'rushable' values of all AT guns and some emplacements. This should result in AI purchasing more indirect fire weapons against them as well as rushing them with infantry more often.
- Minor adjustments to AI grenade purchase priorities.
- Implemented a workaround for a crash related to vehicle prioritization which often happened when playing the mod with a tuning pack.
- Implemented a potential fix for a rare crash related to paradrop units.