Company of Heroes 3

Company of Heroes 3

Advanced AI
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Update: Feb 27 @ 12:23pm

  • Fixed a crash related to SSF mark vehicle ability.

Update: Feb 27 @ 9:54am

  • All new battlegroups implemented.
  • All 2.0 changes implemented.
  • Fixed off-maps not working (since a few updates ago).
  • Fixed some offmap targeting rules
  • Implemented major improvement to team weapon setup logic, adding sight line checks (mortars will instead try to position themselves behind sight blockers), better danger avoidance, better cooperation with other units.
  • Casemate vehicles will now try to position themselves with good lines of sight.
  • Infantry retreat logic adjustments.
  • Team weapons will properly remain setup if they're still firing at their target.
  • Low hitpoint vehicles should now properly retreat in more challenging terrain.
  • Further tweaking indirect fire unit purchasing priority.
  • Increased priority of purchasing squad upgrades.
  • Various large-scale unit movement updates.
  • AI will attack in waves more often.
  • Reduced mortar purchase priorities.
  • Base vehicle safety adjustments.
  • Adjusted help functionality move past distance potentially fixing incorrect behavior on highly segmented maps.
  • Hellcat purchase priority adjusted.
  • Increased DAK Tiger priority.
  • Adjusted some ability avoidance rules.
  • Added new 'debuff' avoidance profile where AI is much less likely to retreat.
  • Implemented Panzerjager tear shot ability.
  • Indirect fire vehicles will now reverse retreat after barraging when appropriate.
  • Offmap barrages will now sometimes be used on smaller clumps of enemies.
  • Bersaglieri now count as mainlines.
  • Armored skirts now correctly counts stugs and command tank for its priority rule.
  • Added an extra rule which completely disables relevant purchases when HMG, AT or Indirect fire AI unit usage slider is set to 0.
  • Fixed AI never purchasing 76mm sherman tanks.
  • Fixed USF mechanized support centre salvage operations upgrade.
  • Fixed an issue where AI would spam riegel mines with halftracks (temporarily disabled).
  • Fixed an issue where AI would sometimes place multiple 88 emplacements next to each other.
  • Fixed DAK Panzer IV focused fire ability wrong reference.

Update: Feb 20 @ 12:34am

  • Crash fix related to new purchase queue limiting functionality.
  • Further tweaking AI prioritization of purchasing indirect fire units.

Update: Feb 19 @ 1:10pm

  • Implemented functionality for artillery units to move away from their position after barraging.
  • Implemented functionality which lets AI spend better if it has excess resources.
  • AI is now prevented from queuing more than 2 units per building (does not affect autobuild structures).
  • AI General with control mode no longer automatically purchases munitions upgrades.
  • Further tweaking AI prioritization of purchasing indirect fire units.
  • Adjusted vehicle armor weight calculation equation.
  • Made AI slightly less scared of heavy tanks.
  • Fixed paratroopers not being able to use grenades.
  • Custom economy option is now a dropdown rather than a checkbox. This should fix issues with how AAI options appear before entering the lobby / spectating.

Update: Feb 18 @ 11:20am

  • Added a new AI General mode - lets you control your units alongside the AI. Selected units will not be controlled by AI and auto-deselect functionality is disabled.
  • Marked most game mode settings as featured, which will cause them to be viewable before joining the game.
  • Further improved AI barrage positioning:
    • AI will now often prioritize squads over entities.
    • AI will predict movement of squads when positioning its barrages.
    • Slightly reduced randomness of positioning barrages in fog of war.
  • Further increased the influence of AI seeing clumped up units from the opponent on its decisions to purchase indirect fire weaponry.
  • Reduced HMG purchase priority.
  • Improved HMG setup thresholds, AI should sometimes pre-setup its MGs, will keep them setup for longer and have fewer issues of double-setup.
  • Improved merge ability usage.
  • AI will properly use grenadier medkits out of combat.
  • Adjusted danger assessment values related to overall army differential, should result in fewer preemptive retreats as well as fewer suicidal pushing into danger.
  • Partially reverted earlier update's pullback threshold changes.

Update: Feb 13 @ 8:40am

  • Reworked AI fog of war partial vision functionality.
  • Reworked AI unit position history information.
  • Updated AI artillery positioning.
  • Fixed a major bug causing call-ins not working on some maps.
  • Adjusted various AI behavior related to countering blobbed up units.
  • Added functionality where AI will buy more indirect fire units when it encounters more blobbed or stationary up enemy armies.
  • AI will make better purchase decisions when having an abundance of both fuel and manpower.
  • Pullback functionality adjustments (AI will avoid enemies highly populated by enemies a better).
  • Improved paradrop call-in targets.
  • Fixed a common crash related to AI trying to recrew abandoned leIG team weapons.
  • Updated HMG paradrop priority.
  • Increased paratrooper purchase priority.
  • Reduced USF Engineer early game purchase priority.
  • Increased triage station purchase priority across all factions.
  • Slightly increased Whizbang barrage location search radius.
  • Fixed scouts, usf engineers, pioneers having incorrect tasking types (will result in better capture patterns and general positioning).
  • Further adjustments to vehicle safety parameters.
  • Slightly increased consistency of AI choosing 0 CP battlegroup options when they're available.
  • Well-setup team weapons will stay in combat for longer.
  • AI will force its units to move forward slightly later when they're blobbed.
  • Slightly increased AI nearby consealed unit vision.
  • Increased nearby unit radius.
  • Adjusted the base weight of base defenses.

Update: Feb 9 @ 5:53am

  • Fixed a crash related to team weapon pickup logic.

Update: Feb 8 @ 12:40pm

  • Added random personality options.
  • Removed Reduced X personalities.
  • Added options which control AI's preference towards purchasing HMG, AT and indirect fire units.
  • Adjusted various vehicle safety parameters (casemates, heavies).
  • Fixed an issue where AI would sometimes keep its vehicles in combat no matter the danger.
  • Minor tweaks to how soon after exiting combat AI is allowed to repair low health vehicles.
  • Adjusted various parameters related to AI history data accumulation and AI's fog of war partial vision (should result in AI barraging into fog of war less overall and making extra mistakes, prioritizing known targets).
  • Fixed an issue where AI was immediately able to barrage emplacements in fog of war without seeing them first.
  • Added a safeguard where under-construction entities are no longer considered low-health for purposes of clump weights.
  • Made adjustments to observation point purchases. Overall purchase priority increased, search radius increased, added special rules for observation post purchases which don't require engineers to be constructed.

Update: Nov 28, 2024 @ 2:44pm

  • Fully implemented 1.9.0 patch changes.
  • On-field repair functionality:
    • Greatly increased the frequency of functionality occurring.
    • Added functionality where AI will sometimes bring its vehicles towards the repair squad that wants to repair it on the field.
    • Increased search radius.
    • Updated on-field repairs conditions.
    • Various fixes related to vehicle idling or choosing to repair under fire.
  • Implemented special rules for certain types of units which prevents them from being tasked to areas where there aren't any friendlies. This should greatly reduce situations where AT guns and other support units walk into enemy territory alone.
  • Reworked AI smoke barrage positioning logic.
  • Reworked many priority queue values ensuring units are updated more uniformally, while also making engineer type units have greater priority overall.
  • Increased randomness radius of barrages that AI places in fog of war.
  • Slightly decreased base vehicle safety.
  • Fixed a crash that would occur when a squad was retreated while performing an action.
  • Fixed an issue where DAK AI would sometimes spam HMG bunkers.

Update: Oct 6, 2024 @ 8:01am

  • Implemented a much more advanced version of vehicle on-field repairs functionality.
  • Implemented functionality for certain unit types to keep approximate distance to the enemy when being tasked to a military point. Squads like AT guns, indirect fire weapons, AT vehicles and normal vehicles will all make use of this functionality with different radii.
  • Reworked vehicle prioritization ability functionality
  • AT-only units will now keep vehicle prioritization on by default and will know to target vehicles, emplacements and garrisoned infantry properly, while still occasionally turning off vehicle prioritization.
  • Reworked AT, Safe and Indirect unit military point weighting logic.
  • Implemented functionality for units which were recently revealed to have AI's vision of them linger but gradually decline with time. Drastically increased the time AI can partially see recently revealed units but the decay of vision now starts earlier.
  • Slightly increased AI vision into fog of war in unit immediate vicinity for safety assessment logic.
  • Implemented functionality to consider enemy lowest hitpoint percentage squad vs our health and to consider relative costs, allowing AI to sometimes sacrifice their units for a wipe attempt, and to increase general aggressiveness when a wipe is likely, particularly for vehicles.
  • Implemented priority queue weighting based on recent proximity to enemies.
  • Sped up priority queue updates.
  • Reworked many priority queue values which should result in AI being much more attentive to its frontline units.
  • Reworked many aspects of threat assessment when considering retreat or aggressive maneuvering for both infantry and vehicles.
  • Added vehicle 'can target infantry' information
  • vehicles which are AT focused will exit combat where there aren't any vehicles sooner.
  • Adjusted vehicle low health threshold values.
  • Added functionality for AI to queue a repair command when repairing multiple vehicles at base.
  • Implemented AT casemate vehicle preset.
  • Changed AI paradrop locations to utilize emplacement military point values rather than indirect fire tasking ones.
  • Updated mine placement logic
  • should depend even less on amount of available ammo and should place more closely to the frontline.
  • Reduced economy choice randomness slightly.
  • Adjusted AT gun safety and setup parameters.
  • Special units will no longer be considered for forced combat functionality which should reduce how often they attack the enemy recklessly.
  • Greatly increased indirect fire unit aggressiveness in terms of positioning.
  • Reworked many aspects of USF early game economy.
  • Increased priority of purchasing Wehr veterancy upgrades based on how many units will benefit.
  • Slightly increased barbed wire placement threshold.
  • Updated Flak 38 functionality.
  • Updated Relay Point functionality.
  • Increased the time it takes for vehicles to be slightly moved in place when waiting at HQ for repairs.
  • Increased GMC Halftrack barrage position search range.
  • Reduced fallschirmpioneer purchase demand count decay.
  • Adjusted AI satchel charge avoidance parameters.
  • Updated all patch 1.8 and 1.8.1 battlegroup CP costs.
  • Fixed an issue where paradropped units would idle remain idle for a duration after landing.
  • Reduced AI smoke usage vs normal unit clumps (should reduce/remove cases where AI smokes out a single unit).