Company of Heroes 3

Company of Heroes 3

Advanced AI
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Update: Jul 16 @ 10:03am

  • Elefant CP cost updated to patch 2.1.2 value.
  • Fixed an issue where AI would build emplacements with population cost even when reaching population cap, leading to it being unable to reinforce its units and also reaching population values not normally possible.
  • Game resource rates are now adjustable using sliders rather than dropdowns.
  • Further action speed slider value balancing, reducing update count in large unit count situations to improve performance.
  • Reduced purchase priority of emplacements when reaching population cap.
  • Formatting relevant percentage settings with a % symbol at the end.

Update: Jul 4 @ 10:22am

  • Rebalanced action speed slider values (slider on zero still resulted in nearly inactive AI in some situations).

Update: Jul 4 @ 9:45am

  • Reworked/fixed repair depot functionality.
  • Implemented functionality to make AI vehicles stop and wait for repairs when they aren't initiated by AI itself or initiated by autorepair sources.
  • Implemented Carro Armato M13/40 machine gun upgrade.
  • Kettengrad added to indirect unit group for large scale movement considerations (will avoid enemy better).
  • Reduced priority of purchasing BAR upgrade.
  • Bulldozer bunker buster target filter switched from generic clump to satchel, updated range.
  • Minor adjustments to light vehicle safety parameters.
  • Added a small 'AAI' text to bottom right of the screen indicating that the mod is active in-game.
  • Fixed USF M8 Scott SPG ability target search ranges.
  • Fixed USF mortar pit ability references which were updated with the new patch.
  • Fixed an issue where AI would control autorepair units (particularly USF forward repair depot engineers).
  • Fixed and rebalanced action speed slider values (slider on zero resulted in completely inactive AI).
  • Fixed unchanged latest patch CP cost of artillery emplacement battlegroup unlocks.

Update: Jun 25 @ 10:40am

  • Patch 2.1.0 support.
  • Fixed an issue where AI might force retreat engineers from a friendly AI player when requesting vehicle repairs at base, causing issues if bases are far apart.
  • Increased AI engineer purchase priority when having a lot of vehicles.
  • Fixed AI unlocking M26 Pershing and King Tiger 1 CP early.

Update: Apr 29 @ 12:35pm

  • Implemented patch 2.0.5 changes.
  • Adjusted Grant and Matilda purchase priorities for a more varied British vehicle composition in lategame.
  • Adjusted V1 avoidance to make AI react quicker, and have an even higher chance of not reacting at all.
  • Various tweaking of unit safety parameters related to low hp enemies nearby.
  • Fixed potential crashes resulting from using temporary squad and entity groups.

Update: Apr 21 @ 1:50pm

  • Fixed a major bug which caused vehicles to always rush the enemy.
  • Various improvements to base safety logic (affecting retreat, pullback, rush-in behaviors):
    • Readded functionality to consider total hitpoints.
    • Increased importance of army differential, adjusted equations.
    • Adjusted enemy low health unit importance.
    • Being pinned with no friendly units around should cause immediate retreat.
  • AI will avoid rushing towards close quarters units better.
  • Various global tasking improvements for vehicles, emplacement location weighting, engineers.
  • Reworked the way AI considers emplacement positioning, should result in much more consistent purchasing of emplacements in general.
  • Implemented enemy proximity checks for all emplacement location checks, this helps AI not start emplacement construction too close to the front line more consistently.
  • Increased howitzer placement enemy proximity check radius.
  • Added a special relaxed emplacement placement rules for Passive and Defensive personalities.
  • Adjusted Passive and Defensive personalities to build more logical unit compositions (less AT guns, snipers, slightly fewer emplacements).
  • Tommy and Coastal Reserve squads will rush towards enemy even less.
  • All units which can prioritize vehicles will turn off vehicle prioritization as they are called in to attack using forced attack functionality, which should should especially prevent vehicles from going too deep before main combat considerations happen.
  • AI should more consistently retreat from satchel charges.
  • Lowered vehicle out-of-combat full retreat health threshold from 50% to 60%.
  • Fixed issues where vehicles which are nearly fully repaired would continue to idle indefinitely (unless enemy came within proximity).
  • Fixed a crash related to vehicle repairs.

Update: Apr 5 @ 12:22pm

  • Reduced economy randomness.
  • Reduced AI usage of specialist units such as mortars and snipers.
  • Various minor economy tweaks to make AI have higher tempo in general.
  • Various work to make AI keep its units in combat longer while still preventing their deaths as much as possible.
  • Team weapon pullback safety adjustments.
  • Updated smoke barrage targeting to no longer target enemy clumps if there aren't also friendly players nearby. Slightly tweaked the prerequisites for smoke usage against mgs.
  • Slightly increased AI vehicle close in thresholds.
  • Fixed multiple issues with AI repair functionality where it would randomly stop in-progress repairs.

Update: Mar 30 @ 9:52am

  • Fixed a major issue where AI would repeatedly pull back from the enemy.
  • Fixed a major issue where non-custom vehicles would repeatedly pull back from the enemy.
  • Updated the functionality of pushing low health enemies.
  • Updated pullback functionality to not affect retreat demand which should result in AI losing its squads less when pushing into strongpoints.
  • Updated many vehicle safety assessment parameters as they were out of tune due to pull back issues.
  • Fixed an issue where emplacement unit weights would go up to 1.45x of their initial value.
  • Various improvements to global tasking hopefully making AI push the enemy base more when it has the advantage.
  • Updated AT unit safety parameters.

Update: Mar 29 @ 12:36pm

  • Pass on unit safety assessment logic, adding many extra considerations and tweaking existing values.
  • Many pullback logic parameter and logic adjustments, especially fixing cases where AI would repeatedly pull back low health units.
  • Major improvements to AT unit behaviors, more properly considering enemy vehicle presence in the area as well as more properly pulling back from danger.
  • Implemented functionality to barrage static squads (many emplacements are treated as squads in COH3).
  • Implemented higher capture priority for victory points as AI gets on low VP count.
  • Adjusted the way AI calculates danger for damaged vehicles, making them properly engage the enemy rather than constantly trying to move in and then pull back.
  • Major pass on AI priority queue logic, making AI prioritize which units to update first better.
  • Implemented prioritization for updating units which are moving towards a destination with enemy units.
  • Implemented priority queue unit proximity distance value scaling exponent.
  • Reworked emplacement LOS check functionality (improves emplacement, team weapon positioning).
  • Added emplacement position search retries and random offset from the military point location.
  • AI should place emplacements in much better locations in general, including closest enemy distance check for howitzers.
  • Economy improvement pass, should result in improved tech and unit variety as well as AI' ability to counter enemy unit compositions.
  • Fixed multiple crashes related to maps where some territory isn't part of a territory sector.
  • AT guns will attempt to position themselves in a way where they have good lines of sight.
  • Major pass on global unit tasking logic.
  • Military points now consider enemy presence in a radius of 75 units rather than 50.
  • Implemented special rules for unit rush-in thresholds for many of the long range units, making them much more inclined to take long range fights.
  • Increased AI update budget, which was too low due to changes since a few patches ago, causing AI to not update its squads frequently enough as units counts increased.
  • Implemented Pak40 cloaking ability.
  • Implemented Stosstruppen custom settings, abilities and STG44 upgrade.
  • Custom positioning logic units commands can now properly be overridden when relevant.
  • Fixed an issue where AI line of sight checks could sometimes fail because check circles not overlapping.
  • Fixed vehicles waiting for repairs sometimes leaving playable area.
  • Disabled AI purchasing of command bunker because it is not capable of utilizing forward retreat functionality properly.
  • Fixed an issue where emplacement placement logic failed to consider squads (many emplacements are considered static squads) when checking for emplacement exclusivity.
  • Fixed issues with german bunker exclusivity not considering some bunkers.

Update: Mar 14 @ 1:39pm

  • Fixed issues related to AI buying too much AT in an effort to counter emplacements.
  • Implemented functionality to consider emplacement weight as armor weight (making AT units target them more).
  • Mobile AT unit range is no longer considered for safety calculations, improving vehicle behavior.
  • Tweaked various vehicle behavior parameters.
  • Fixed an issue where AT capability of vehicles contributed too much to vehicle safety if no enemy armored vehicles are around.
  • Fixed an issue where low health special units would constantly retreat at base.
  • Fixed air support center recon abilities.