Company of Heroes 3

Company of Heroes 3

Advanced AI
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Opdatering: 14. mar. kl. 13:39

  • 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.

Opdatering: 14. mar. kl. 9:50

  • Major fixes and refinements to AI economy, the result should be much greater variety of units and playstyles.
  • Fixed a major issue where upgrades would spend their purchase cost without being purchased (or cost was spent twice). Remnant of the outdated upgrade system which was recently removed.
  • Large consistency improvements of infantry close-in behaviors.
  • Expect AI to maneuver its infantry much more around team weapons, rush low health squads, snipers and AT guns, chase retreating units.
  • Reworked and re-enabled pullback functionality letting AI pull out early from unwinnable fights and prepare wave attacks against strongpoints or instead of taking a cover to cover fight against units like snipers.
  • Vehicles have seen major improvements to aggressiveness and diving behaviors.
  • AT guns will now again properly be aggressive against vehicles.
  • Indirect fire units are further refined with more consistent danger avoidance, barrage placements.
  • Grenade usage will be increased due to units closing in and AI purchasing grenade upgrades more.
  • Greatly updated tasking equations (particularly in situations where both armies are evenly matched). This fixes the majority of unit idling issues, increases aggressiveness.
  • Improved unit paradrop targeting.
  • AI will be better at avoiding enemy bases before being ready to push them.
  • Added an automatic ability usage limitation for expensive ammo abilities based on available ammo vs cost.
  • Adjusted ammunition save up amount when using custom economy (spending more aggressively on bigger purchases rather than saving up for abilities).
  • Improved emplacement purchase logic.
  • Improved emplacement general positioning logic.
  • Line of sight check logic will now check that at least two of three checked angles have lines are valid (as opposed to one). This should improve HMG, AT gun, AT casemate positioning and emplacement facing.
  • Fixed engineer request for vehicles retreated at HQ functionality.
  • Mortars will more consistently position themselves behind sight blockers.
  • Grenade usage will be increased due to units closing in and AI purchasing grenade upgrades more, but grenade usage against singular squads in cover will be reduced based on available munitions.
  • Indirect fire units are further refined with more consistent danger avoidance, barrage placements.
  • Updated military point search algorithm to make sure it populates larger maps with military points better.
  • Added some extra dismount/detach behaviors.
  • Potential improvements to vehicle riding/entering functionality.
  • Potential fix for engineer request functionality.
  • Emplacements and observation posts now have higher purchase priority based on total player count.
  • Slightly increased observation post placement priority on higher value points, particularly on ammo points.
  • Fixed issues where in some cases some players couldn't place observation posts on certain points.
  • Updated mine, sandbag and wire placement thresholds.
  • Updated the squad upgrade system to use native upgrade detection functions instead of using custom ones.
  • Slightly increased lock duration for vehicle retreat after barraging.
  • Adjustments to various high priority barrage unit clump weight multipliers.
  • Reduced the radius at which vehicles are allowed to stop when near HQ.
  • Minor force-combat functionality improvements.
  • Added settings for smaller variants of strategic points.
  • Priority queue unit type weighting tweaking.
  • Improved humber mark area ability usage.
  • Australian Infantry supply run ability will choose safer targets.
  • 254 Recon Tractor tasking type from safe to indirect.
  • Minor improvements to 254 Recon Tractor barrage filter parameters.
  • Fixed Easy 8 HVAP vet3 ability never being used.
  • Fixed Easy 8 HE shells vet ability.
  • Minor updates to avoidance presets for grenades, assault abilities, satchel charges.
  • Increased update performance budget.
  • Fixed vehicle idling issues due to repairing squads failing to finish the repair action.
  • Fixed an issue where Wehr flak emplacement and relay station could be placed too close together.
  • Added infantry proximity checks to various suppression abilities.

Opdatering: 11. mar. kl. 8:25

  • Mortar, at, mobile arty safety adjustments (should prevent immediate mortar retreats).

Opdatering: 11. mar. kl. 7:30

  • Fixed a crash related to vehicle safety values when using abilities.

Opdatering: 11. mar. kl. 6:54

  • Improved indirect fire unit behavior.
  • Implemented functionality to force-retreat engineers if vehicles are retreated at base needing repairs.
  • Fixed issues where low health squads would prematurely retreat, in some cases even out of combat - better considering member count.
  • Improved various team weapon unit behavior, particularly AT guns.
  • Implemented proper recharge checks for most abilities.
  • Various abilities have been fixed or their usage improved.
  • Further improved barrage unit reposition after barraging.
  • Healing station/tech priority increased.
  • Further improvements to unit idling issues, AI aggressiveness and spreading out across the map, indirect fire unit positioning.
  • Reworked indirect fire unit purchase priority based on enemy clumping/defensive position frequency logic.
  • Improved indirect fire unit behavior:
    • Limited the frequency at which each indirect fire unit can be requested a barrage from.
    • Barrage support functionality now respects vehicle retreat timer.
    • Barrage vehicles are now controlled by a different part of code than previously, ensuring proper behavior.
  • Slightly increased minimum vehicle pullback lock timer.
  • MG42 AP ability now considers if it's fighting a vehicle, otherwise usage is reduced to preserve ammo.
  • Updated off-map ability recharge check logic potentially fixing issues on more exotic maps.
  • Rifle grenade upgrade purchase priority increased.
  • Stosstruppen, Brummbar purchase priorities increased.
  • Improved British base layout slightly.
  • Increased not-in-range unit influence falloff range.
  • Fixed an issue where AI script was trying to control Australian supply truck.
  • Fixed interrogate ability target filter.
  • Fixed an issue where AT casemate vehicles were control both by vehicle logic and by special unit logic often causing unwanted behaviors.
  • Various minor code improvements.

Opdatering: 10. mar. kl. 13:47

  • Temporarily disabled pullback functionality as it was causing many various issues with unit behavior.
  • Reverted munitions-based limitation of grenade usage for AI.
  • Increased indirect fire unit purchase priority when enemy has strong unit concentrations in small areas.
  • DAK repair ability usage chance increased, ranges for combat units increased.
  • Tasking logic updates further increasing aggressiveness.
  • Potential crash fix for AI General with control mode.
  • Panzerjager and Tank Hunter tasking type set to 'AT gun'.
  • Changed Tommy Forward Observers barrage functionality (should be used more often).
  • Added Tommy Forward Observers barrage and USF Captain off-map mortar barrage to avoidance settings.
  • Grenade target filter now has lingering vision of enemy squads (as opposed to forgetting about squads in fog of war immediately).
  • Further tweaking of team weapon, AT casemate vehicle, sniper safety parameters.
  • Implemented missing settings for DAK Tank Hunter unit.
  • 8rad priority slightly increased.
  • DAK Med Truck priority slightly increased.

Opdatering: 9. mar. kl. 20:13

  • Fixed an issue where many special units (snipers, AT guns, light vehicles) were too afraid to push out the area of HQ or attack the enemy.
  • Adjusted safety parameters for snipers, mortars, mobile artillery units, AT guns, AT casemates, light vehicles, AT vehicles, halftracks.
  • Adjusted satchel charge usage frequency to be dependant on available munitions, adjusted clump search radius.
  • Adjusted assault grenade and satchel charge avoidance parameters.
  • Team weapons which can't retreat will now reverse when pulling back / retreating.
  • AT guns now attempt to position themselves with good line of sites.
  • Implemented a special base safety value for vehicles which can only target other vehicles.
  • Reduced Chaffee purchase priority.
  • Increased Tank Depot purchase priority.
  • Increased USF Triage Center purchase priority.

Opdatering: 9. mar. kl. 15:30

  • Implemented much more sophisticated analysis of unit speed vs its range. AI will consider fast units as having longer range overall, and influence of units which aren't in range will fall off to zero.
  • Reworked non-combat vehicle safety assessment logic and parameters (this fixes indirect unit barrage behavior issues).
  • Greatly increased AI tasking aggressiveness (should fix apparent idling).
  • AT guns will be much less likely to retreat when participating in a fight involving enemy vehicles.
  • Improved mine placement logic - will place more mines in general and further back towards own base to prevent deep flanks.
  • AT casemate vehicles will properly reverse when partially pulling back from danger.
  • British early economy improvements: Fewer mortars, more frequent Humbers, less spammy Bishops, more frequent Stuarts, partial exclusivity of choices.
  • Added exponential scaling to indirect unit purchase priority when AI detects enemy blobbing/camping, reworked the scaling equation.
  • Fixed an issue where AI would fail to retreat its squads.
  • Fixed British Armored BG.
  • Fixed an 'AI General with control' mode crash when deselecting multiple units at once.
  • Playing in annihilate mode will now display a timer like in default annihilate game mode.
  • Improved grenade usage logic - lacking munitions will cause less frequent usage, won't use grenades vs squads that are in cover but moving.
  • Sped up AI data layer update frequency (should result in better responsiveness to large-scale battlefield changes, better barrage placement etc).
  • Non-AT units default AT value is reduced (Should lead to AI being potentially more aggressive around them).
  • Implemented USF Pack Howitzer missing settings (barrages, tasking profile).
  • Increased Indirect unit tasking type priority queue base value.
  • Minor adjustments to observation post weights.
  • Added anti-tank weights to squads which have snare abilities.
  • Offmap barrages will require stronger enemy concentration.
  • Default barrages can be used on clumps of 2 squads (previously was 3 squads).
  • Fixed Canadian hand mortar ability reference.

Opdatering: 7. mar. kl. 12:01

  • Greatly improved AI barrage positioning and overall responsiveness.
  • Some barrages will prefer to target high value targets such as HMGs, AT guns or enemy mortars, and other barrages will prefer to target enemy clumps.
  • Implemented a system which lets AI 'request' barrages from nearby indirect fire units which will further increase AI barrage responsiveness.
  • Some smoke barrages will now also cause the vehicle to move away from its original position after the barrage is finished.
  • AT casemate vehicles will now behave similar to AT guns.
  • Squads won't leave base if they're healing from low health.
  • Greatly improved vehicle close in functionality consistency, fixing the sea-sawing behavior.
  • Squad safety assessment now includes general and AT history data.
  • Performance consistency improvements.
  • Squad retreat logic improvements.
  • Triage center / healing upgrade purchase logic updates.
  • Adjusted indirect unit priority queue value.
  • Performance consistency improvements.
  • Updated most squad clump multipliers for relevant squads.
  • Minor adjustment to indirect fire unit priority.
  • Minor adjustment to observation post weights.
  • Limited marder vehicle purchases to 2.

Opdatering: 2. mar. kl. 7:49

  • Fixed an issue where later in the game AI would start stacking all its vehicles in a single point on the map.
  • Large scale tasking heavily reworked, should result in much more aggression and logical positioning of special types of units.
  • Fixed an issue where Sappers would idle at the start of the game and often fail to capture territory when there aren't any friendly units nearby.
  • Fixed a desync error when using 'AI General with Control' mode.
  • AI is now properly aware of Elefant, KT, Pershing and Tank Buster anti-tank capabilities.
  • Implemented additional tasking type for light vehicles.
  • Improved AI mortar behavior, should result in much more aggressive positioning and countering of enemy MGs.
  • Implemented LMG commando supporting strafe ability.
  • Updated AI retreat thresholds, now using quadratic scaling for missing health contribution.
  • Fixed Stug G gunnery ability reference.
  • Removed three unused abilities.
  • Increased update budget per unit on the field which should help AI control its armies in increased income and popcap situations.
  • Fixed multiple save game issues (likely not all).