Company of Heroes 3

Company of Heroes 3

Advanced AI
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Update: 6 Aug, 2023 @ 4:26am

- AI can now repair its buildings.
- AI can now repair destroyed bridges.
- Repair logic now looks for closest target to repair as opposed to first target in range.
- Fixed SSF Commandos not having any anti-tank value (AI was not avoiding them with its vehicles).
- FIxed AI not retreating its vehicles despite them being in danger under certain circumstances.
- Minor adjustments to light vehicle safety assessment equation.

Update: 25 Jul, 2023 @ 11:06am

- Post 1.2.0 patch tech changes implemented.
- AI will now adjust its purchase decisions based on income and its banked resources, which should result in it spending its money much more quickly and consistently.
- Adjusted vehicle safety equation and armor calculation equations. This should result in vehicles behaving much more aggressively as well as in some situations more appropriately defensively.
- ETA decay can go into negative numbers, meaning that units which take too long of waiting to produce will be properly avoided from being purchased.
- Changed the underlying equation of purchase priorities for better randomness and to work better with negative numbers and priorities resulting from large ETA.
- Heavily increased heavy tank purchase priority (Panther, WH Tiger, Armored Support upgrade, DAK Tiger, Churchill, Black Prince).
- Implemented an extra layer of dynamic vehicle retreat danger consideration.
- Implemented vehicle prioritization functionality for most squads that can use it, works based on a number of factors such as line of sight, proximity, and others.
- Forced combat functionality is no longer limited to processing 2 squads per update, this should result in AI more quickly committing to combat once it starts if the situation calls for it.
- Pullback parameter tweaking.
- Grenadiers can now sometimes use Merge ability.
- Vehicles will be more bold near their own HQ (to prevent unwanted retreating behaviors).
- Vehicles will no longer triple the retreat timer if they're facing overwhelming odds (this was legacy functionality which is no longer needed).
- Purchase ETA calculations will now somewhat rely on aggro modifier of the AI (how much the AI thinks it's winning), this should result in AI waiting for purchases slightly less if it's losing.
- General purchase logic setting tweaking.
- Team weapon setup threshold tweaking.
- Squad tasking to military point adjustments - threat consideration fixes, enemy territory value increased.
- Added AT vehicle squad type for squad tasking considerations - these squads will avoid danger but seek out enemy armor.
- Adjusted the way ETA considerations work for different AI difficulties.
- Slightly reworked the way AI reacts to low VP counts.
- Vehicles will now react to low remaining VPs and play slightly more aggressively.
- Infantry will now retreat from combat slightly later in low VP situations.
- Tweaking priority queue values.
- Slightly reduced AI's willingness to purchase units which it already has on the field.
- Made an update pass on all Wehr purchase priorities.
- AT guns will no longer be affected by forced combat functionality.
- Retreat parameter tweaking.

Update: 10 Jun, 2023 @ 5:47am

- Fixed a bug where squads failed to take cover during combat completely.
- Fixed more issues where AI would dance with its squads in place during combat.
- Generally improved cover search logic parameters.
- Implemented functionality to stop movement of vehicles which are under repair.
- Implemented functionality for vehicles to prefer areas of the map which have little enemy AT and higher general concentration of threat.
- Implemented functionality for AT units to prefer areas of the map which have enemy armor presence and low own AT presence.
- Changed unit update priority queue logic to avoid issues where some squads take too long to update.
- Implemented functionality for military points to timeout. Unreachable map areas should be detected as such after a few unsuccessful attempts to move units there. The system has a threshold before invalidating.
- Fixed Assault Engineers repairs functionality not working due to utilizing wrong ability.
- Reworked functionality of scanning the map at the start of the game in order to find all possible combat areas. Should drastically reduce the lag spike on start on maps with lots of impass.
- Tweaked special vehicle safety parameters (especially jeeps, bikes etc).
- Potential fixes for engineer repeated repair ability calls causing glitchy animations and inefficient repairing.
- Updated USF M3 Halftrack Quad upgrade purchase parameters.
- Fixed an issue where M3 halftrack would receive facing commands during combat.
- On smaller maps AI is allowed to spawn more military points, on larger maps the spawn parameters are adjusted to have fewer points. This should drastically help performance on large maps.
- Implemented multiple levels of update staggering for military points to improve performance.
- When launching the mod without any AI players many of the setup steps which previously weren't skipped should now correctly be skipped.

Update: 7 Jun, 2023 @ 12:03pm

- Reworked USF AI economy. This should result in AI sometimes skipping T3, utilizing its T3 units more, utilizing M3 halftracks, and properly purchasing its support center upgrades.
- Disabled USF choosing recovery vehicle as a battlegroup choice (as AI is not currently capable of using repair vehicles).
- Minor tweak to DAK mechanized support structure priority which should result in AI sometimes skipping this structure.
- Minor increase to USF maximum time-based grenade upgrade priority.
- Adjusted current economy choice cost substraction from current resources multiplier. This should make AI less likely to accidentally spend its fuel when waiting on fuel to accumulate.
- Fixed an issue where med trucks would sometimes stutter in place instead of properly being moved around the map.

Update: 5 Jun, 2023 @ 12:41pm

- AI is now limited in how long it will wait to buy its current economy choice (60 seconds max). It might choose the same option again after the timer runs out.
- Offmap barrages purchase priority decreased, this should result in AI purchasing squad upgrades much more consistently.
- Fixed 250 upgrades not being purchased on halftracks which arrive from Mechanized Group deployment abilities.
- Completely disabled Recovery Vehicle purchasing.
- Implemented USF Captain veterancy functionality and abilities.
- Implemented USF engineer light it up ability.
- Slightly increased AIs priority to purchase anti-tank units in general.
- Fixed an issue where AI would be prevented from calling in M8 Scott SPG unless recovery vehicle battlegroup choice was also unlocked.
- Adjusted many indirect fire units to be purchased more often by AI.
- Slightly increased British Commando purchase priority.
- Fixed an issue where AI was very unlikely to purchase the command tank from the Breakthrough battlegroup.
- Fixed an issue where AI was very unlikely to purchase the Tiger tank from the Breakthrough battlegroup.
- Minor adjustments to DAK tech structure purchase priorities.
- Minor adjustments to British T4 structure unit purchase priorities.
- Fixes to some British training center upgrades being very unlikely to be purchased.
- Fixed USF riflemen grenade package upgrade being very unlikely to be purchased.
- Fixed a scar error which could occur due to center of the map being covered in impass.

Update: 4 Jun, 2023 @ 2:18am

- Fixed scar error which would occur on some maps like Twin Beaches.
- Reworked Whizbang purchase demand parameters.

Update: 3 Jun, 2023 @ 9:06am

- Implemented custom economy functionality:
* Ability to counter enemy team's unit composition based on own composition.
* Timing-based purchase priorities.
* Full usage of battlegroup abilities and call-ins.
* Considers purchase ETA.
* Supports any custom rules.
* Engineer units will now get very high priority if a player needs repairs.
* Fixes many vanilla issues.
* Custom economy will not work with mods which change tech structure.
* Custom economy can be disabled in the lobby.
- Implemented fully custom unit upgrade purchase logic. Previous functionality relied on automatic acquisition of upgrade data for squads which was inaccurate and resulted in many upgrades not being used.
- Retreat functionality:
* Suppressed and pinned down squads are now considered a lot less dangerous.
* Target squad health percentage now only affects retreat demand if it's lower than updated squad's health percentage.
* Adjusted army differential effect on retreat demand (preemptive retreats will be much less common).
* Increased closest squad distance modifier strength.
- Barrage placement improvements:
* Clump data gathering updated to better reflect areas which AI should barrage (less emphasis on vehicles).
* Fixed an issue where unit general weight was used instead of clump weight for seen units.
* Reworked barrage position function to check for squad clumps properly instead of getting average position within a grid cell.
* Removed barrage position improvement functionality (based on squad movement direction, destination and direction to HQ).
* Adjusted FOW-related multipliers and settings.
* Adjusted barrage thresholds.
* Fixed an issue where units which were already barraging could receive new barrage commands.
* Fixed multiple issues with vehicle barrage units not working correctly.
* Fixed issues with barrage units getting permanently stuck and doing nothing.
- Improved assault functionality:
* Fixed unblob functionality not working.
* When many squads are blobbed together, AI will now choose even shorter close-in distances.
* Tweaked close-in distances in general and added many custom ones per-squad.
- Improved cover taking logic:
* Implemented functionality which will help AI stay in place after taking cover more consistently.
* Implemented a cover taking command lockout timer.
* Capturing units will now seek cover around a small radius near the capture point.
* Tweaked most of the cover taking parameters.
- Military point logic work:
* Implemented functionality to automatically create extra military points around the map. These points will be created based on distance from other military points and based on how open the area is in terms of impass. This functionality will allow AI to better spread its units across the battlefield and to properly utilize areas which don't have strategic points nearby.
* Military point prioritization is now split into different types for different unit classes and functionality was added to easily extend this in the future. Currently supported types are: Capture, non-capture, safety-preferring, indirect-fire units.
* AI will better react to enemy threat in general.
* AI will spread around asymmetric maps better.
* Squads will properly consider distance to military points when looking for next one to move to.
* Fixed inconsistencies in how AI randomized its choices.
- HMG control fixes:
* Should stay in combat much longer.
* Increased facing angle thresholds.
* Improved issues with HMGs setting up twice before firing.
- Reworked AI team weapon, dropped weapon and supply crate pickup/recrew logic.
- Slightly increased AI manpower and fuel bonuses for higher difficulties.
- Fixed production limits not working correctly.
- Fixed DAK units repair functionality.
- Implemented functionality for 'stay at HQ' units. DAK med truck for now is the only unit to use it.
- Tweaked AI ability avoidance delays. AI should dodge slightly later even on higher difficulties, sometimes suffering more damage from grenades and barrages, mimicking human behavior better.
- Updated pullback parameters.
- Updated many of the update priority queue parameters, improving issues with idle squads and vehicles.
- Squads inside other squads will now be automatically evacuated.
- Fixed issues with building garrison functionality.
- Fixed an issue where units which had no attack move were being attack moved by the script.
- Fixed an issue where AI would never avoid USF Air Support Center abilities.
- Fixed DAK 250 halftrack receiving in-combat facing commands.
- Tweaked flak halftrack vehicle preset safety parameters.
- Fixed an issue where AI's vehicles could sometimes go into map borders when retreating to base.
- Slightly increased vehicle aggressiveness.
- Implemented AI update scheduler:
* Different types of update operations are assigned a custom performance cost value.
* Performance cost values can be dynamic.
* Tick performance budget scales with the number of AI units.
* Data updates are no longer handled by a separate Rule, and are instead part of the scheduler.
- General optimization work:
* Reducing table usage to optimize garbage collection.
* Separated many of the most expensive operations into multiple steps.
* Many hash-indexed tables are now instead integer-indexed.
* Optimized data layout into more contiguous tables.
* Better utilization of variable localization.
* Better caching of barrage positions.
* Vector operations now often happen in-place.

Update: 29 Apr, 2023 @ 11:38am

- Fixed a game crash which would occur when applying received damage modifiers in 3v3 and higher games.
- Fixed a script crash related to creeping barrage position filter.

Update: 28 Apr, 2023 @ 2:49pm

- Major performance optimizations.
- Various improvements to cover taking logic.
- Fixed an issue with forced combat functionality where AI would always send squads towards the center of the map instead of towards local combat.
- Military point logic:
* AI should generally spread across the map much more logically.
* Fixed an issue where AI wouldn't push enemy bases despite having an overwhelming advantage.
* Fixed various issues where AI would choose military point targets too far away from the squad or not connected to territory.
* Improved threat effect logic for military point priority.
* Initial implementation of functionality for AI to search cover while capturing strategic points.
- Improved smoke position filter (AI will smoke directly in front of MGs).
- Increased breach filter range.
- Implemented multiple potential fixes for an issue where AI would throw grenades at squads inside vehicles.
- Minor adjustments to assault parameters.
- Minor adjustments to engineer control functionality.
- Fixed potential issues with ability targeting.
- Fixed squad capturing check having too low radius.

Update: 18 Apr, 2023 @ 12:45pm

- Implemented a new global received damage setting.
- Fixed an issue where AI would treat threat around military points incorrectly and would push towards threat even when being on the back foot.
- Fixed an issue where AI's attack move orders towards military point destinations would often time out and incorrectly issue a capture order, resulting in squads walking directly into danger.
- Fixed an issue where AI would fail to properly move into cover and instead stop next to it.
- Cover search logic now considers terrain height.
- Various tweaks to cover search parameters.
- Increased how much military point priority can decrease based on proximity to squad.
- Added various indirect fire units to 'never capture' list.
- Adjusted military point capture priorities.
- Lowered pickup/recrew minimum safety threshold.
- Slightly increased AI ability dodge delays.
- Adjusted assault thresholds.
- Decreased the frequency of 'secondary update' within AI logic.
- Fixed a scar error when using the mod without any AIs in the game.
- Fixed a small issue where the first squad of the game would not be properly indexed within AI's systems.
- Slightly increased idle squad priority queue weight.