Company of Heroes 3

Company of Heroes 3

Advanced AI
Showing 41-50 of 80 entries
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Update: Feb 29, 2024 @ 2:53pm

- Implemented hotfix 1.5.1 changes (british training center requirements).
- Adjusted / reduced forward repair assembly purchase priority.
- Mine laying requirement now has a limit on how much AI current munitions amount can affect it.
- Slightly increased the mine laying distance from HQ multiplier.
- Fixed Light Vehicle Withdraw and Refit CP cost.

Update: Feb 29, 2024 @ 1:42am

- Slightly reduced AI mine laying frequency (particularly when it has an excess of munitions).
- Slightly increased resource cache purchase priority.
- Restored compatibility with tuning packs which change which abilities squads have.
- Fixed Wehr pioneer and fallschirmpioneer minesweeping functionality.
- Increased minesweeper toggle ability priority (AI will put away minesweepers in combat sooner).
- Added dingo barrage and fake flare abilities to AI avoidance.
- Fixed a crash related to AT weapon swap toggle abilities.
- Fixed an issue where USF engineers and assault engineers would sometimes toggle minesweepers on during combat.
- Fixed an issue where coastal officer inspire ability could be used when there aren't friendly squads nearby.
- Fixed incorrect Assault Grenadier breach ability reference.
- Fixed incorrect Fallschirmjager breach ability reference.

Update: Feb 28, 2024 @ 6:56am

- Fully implemented all available emplacements, resource caches and emplacement abilities into the AI (this does not include sandbags, tank traps, barbed wire).
- Fully implemented the Italian Coastal battlegroup.
- Fully implemented 1.5 patch changes.
- Vehicle behavior improvements:
* All vehicle smoke canister abilities implemented.
* Vehicle safety assessment now includes a health delta consideration, vehicles will be generally much more aggressive until they start taking damage.
* Greatly reduced vehicle retreat lock timers, allowing vehicles to reengage almost right away when it's feasible.
* Vehicles will stay in combat longer if there are low health enemy vehicles nearby.
* Reworked vehicle close in parameters.
* Reduced vehicle military point choice capture weights.
* Implemented kradschutzen motorcycle self repair ability.
* Implemented Stummel abilities.
* Implemented Wehr Halftrack safety preset and mines usage.
* Implemented Kettenkrad mines usage.
* Moved jeep self repair ability from general-use actions to out-of-combat actions.
* Fixed incorrect 4x4 truck self repair ability out of combat duration requirement.
* Made various general fixes to vehicle ability usage logic.
* Fixed incorrect vehicle priority queue behavior related to repairing at HQ conditions which also caused rare crashes.
* Churchill vehicles will now receive forced facing commands.
* Grant will no longer receive forced facing commands.
- Barrage functionality improvements:
* AI will now dodge friendly barrages.
* Reviewed and updated all barrage ability ranges, fixing issues where some barrages had drastically shorter search radii than the max radius of the actual barrage ability. This should cause AI to use its barrage units even more often and on better targets. Be wary of AI barraging your HQ retreated units!
* Reduced the clump weights of various team weapons (making AI take longer to barrage them, as well as reducing their "visibility" in fog of war).
* Updated AI fog of war vision parameters (slightly increased the history value vision).
* Reduced indirect unit military point choice capture weights.
- Major updates to economy:
* Increased the diversity of possible choices that AI makes at any point in the game.
* Decreased the chance that the current lowest-priority choice will be picked.
* Secondary choice ETA multiplier reduced.
* Ammo economy updates - faster choice timeout, ETA multiplier increase.
* Large Wehr economy reworks, allowing AI to rush out light vehicles sooner and generally to make more varied decisions.
* All factions have seen various changes to AI unit prioritization.
* Purchases now validate population requirements - prevents AI from queuing too many things when it's population capped, makes AI buy more things which cost no population in such cases.
* Fixed issues where some squads were not properly counted due to having conversion upgrades.
* Various purchase demand tweaking to improve variety and counters.
- Avoidance functionality improvements:
* Implemented extra avoidance presets.
* Adjusted many avoidance preset timings, making AI avoid various barrages only after a shell lands rather than before.
* Added missing barrages to AI ability avoidance settings.
* Made nebelwerfer barrages have a higher chance to cause a retreat.
* Obice barrage preset changed from large to very large.
* Carbet Bombing ability now considered a very large offmap ability, should make AI much more wary of being anywhere near its usage location.
* Performance optimizations.
- Repair-related improvements:
* More combat-focused units now have smaller repair target search radii than engineer units.
* Implemented a validation step to AI's repair functionality, causing AI to stop executing a repair action if its under attack.
* Added an extra check to repair ability filter which will prevent AI from considering units which it can't repair for repair ability usage (also fixes cases like coastal reserves).
* Further decreased repair ability filter squad search radius, to prevent squads from chasing vehicles on the battlefield.
- Reworked AI building placement logic.
- Fixed an issue where AI would fail to build its base structures if the base sector was not large enough.
- Implemented a fail-safe, where AI will cancel any in-progress structures which are no longer being constructed (although most normal cancellation behaviors are near-instant).
- Low health units will now be updated more frequently.
- Improved the behavior of Wehr Flak 30 20mm AA squad, it will avoid danger more reliably.
- Improved AI's capability to preemptively counter enemy armor.
- Engineer units now use custom large-scale tasking weights, prioritizing areas where they might want to place emplacements, or repair emplacements.
- Fixed 'last purchase time' functionality to now be based on different players instead of being global. This is mainly used to prevent unique upgrades being attempted to be purchased twice.
- Made a minor improvement to battlegroup purchasing where AI should immediately pick the free upgrade if it's the only one available on that tree.
- Made various fixes to logic executed when units are first seen, including fixes where AI failed to recognize emplacements properly and failed to find emplacements which function as squads within the engine.
- Added and updated various emplacement weight parameters (AI should barrage and counter emplacements better).
- Fixed an issue where AI would consider its task arrival destination incorrectly.
- Fixed an issue where AI would remove military points from consideration due to time out or incorrect orders (fixes a rare crash and AI sometimes not capturing points).
- Changed garrison functionality to use a custom quad-tree-based radius search rather than utilizing the very expensive default neutral entity search, slightly increased search radius.
- AI can now recrew abandoned emplacements.
- AI can now enter owned emplacements.
- Emplacements with 1 slot can now be garrisoned by AI, whereas it will still ignore normal buildings which only have 1 slot.
- Emplacements have a larger chance to be garrisoned than normal buildings.
- Fixed an issue where units performing an action could be pulled by forced combat functionality.
- Fixed merge ability not working.
- Fixed Easy 8 veterancy not unlocking.
- Reworked automatic military point placement at the start of the match functionality (better impass checks, more points).
- Reduced the limit of mortars and HMGs that AI can pick up, to prevent overall HMG & mortar number from becoming too high.
- Changed in-territory checks to in-supply checks, this also fixes rare cases where some squads would never actually purchase their squad upgrades.
- Reworked concealing smoke functionality.
- Fixed Breakthrough battlegroup ability requirement.
- Fixed Mechanized Assault Group ability reference.
- Fixed Fragmentation Bombs battlegroup ability requirement.
- Fixed Wehr Stuka Loiter battlegroup ability requirement.
- Flares ability now uses clump targets instead of smoke targets.
- Minor fix for offmap smoke barrage target filter preventing AI from considering locations it doesn't see.
- Minor updates to smoke ability targets (randomness-related).
- Smoke barrages can now target unit clumps.
- Fixed an issue where units performing actions could still receive new tasks.
- Fixed an issue where squads would sometimes repeatedly enter and exit buildings.
- Slightly increased Satchel ability target search range.
- Reworked Assault Grenadiers tactical assault usage requirements.
- Fixed an issue where AT switch ability would always pass requirement and would only be cancelled in target acquisition stage of casting an ability.
- Minor priority queue value changes.
- Fixed an issue where starting manpower bonus scaled incorrectly.
- Implemented custom lua garbage collection.

Update: Feb 2, 2024 @ 11:08am

- Implemented functionality which lets AI construct on-field structures. Emplacements are not yet implemented, but this functionality is about 75% capable of supporting them.
- Implemented mine construction.
- Implemented mine sweeping.
- Fixed a major issue where AI would only consider ability-based economy items for purchase if it already had enough money to buy them immediately. This fixes a lot of problems where AI would not properly buy expensive units (including DAK armored reserves abilities), or offmap abilities.
- Fixed a major British AI economy issue, where it would get stuck on trying to repurchase its medical tent. This would cause it to fail buying new units in lategame.
- Reworked the way AI places its structures:
* AI will now place its base structures further away from its HQ, especially the early ones.
* Heavily improved performance (removed occasional bad spikes).
* Structure placement logic is much less likely to fail.
- Fixed an issue with vehicle movement preventing vehicles from properly closing in.
- Reworked vehicle close-in parameters.
- Adjustmented vehicle safety assessment values.
- Implemented functionality to exit low hitpoint buildings even when in otherwise relative safety.
- Economy pass, mostly relating to call-in functionality fixes, but also to improving variety when it comes to least & most utilized units by the AI.
- Economy choice threshold increased - this will increase variety overall, but low priority purchases remain quite unlikely to be chosen despite being included in the choice list.
- Reworked DAK armored assault tactics ability priorities.
- Made AI take cover slightly more reliably at the cost of it sometimes receiving unnecessary move orders.
- Fixed an issue where AI starting buildings would get added as production structures twice, causing incorrect economy behavior and many instances of AI failing to spend resources.
- Rangers set as assault units, they will now close in on the enemy much more often.
- Adjusted repair target filter radii. Smaller radius for searching for friendly squads (vehicles), this should prevent excessive vehicle chasing. Sligtly larger friendly entity search radius.
- Adjusted booby trap ability target search radius.
- Fixed an issue where booby trap ability would not be cast on territory points captured by teammates.
- Squads held in vehicles will now exit if vehicle retreats.
- Decreased the frequency of AI usage of drop crate type abilities (rangers).
- Major performance improvements:
* Implemented custom neutral entity search functionality, fixing performance spikes for large radius searches and improving performance in general. Should be particularly impactful for larger and densely packed maps.
* Implemented a new system for update budget handling, the functionality is now much more consistent in terms of timings and AI systems won't slow down too much in lategame.
* Reduced update budget due to consistency improvements.
* Improved repair target filter performance.
* Some AI updates approximate their performance budget cost better.
- Fixed an issue where AI would not use certain abilities due to incorrect overall ability weight calculations.
- Fixed issues where autobuild purchases (base structures) would not always be properly locked out from each other, causing incorrect economy behavior.
- Fixed an issue where AI was not able to pick up dropped BAR rifles.
- Fixed a minor rare issue where economy functionality would work incorrectly due to division by zero (probably didn't affect anything as it would only happen until any units would get detected on the field).
- Fixed an issue where DAK Vehicle Awareness and Artillery Cover battlegroup upgrades costs were set incorrectly.
- Fixed an issue where Fallschirmpioneers unit was considered to be a munitions economy purchase.
- Set LG40 as a main economy purchase rather than a munitions economy purchase.
- Fixed an issue where Sherman Whizbang was not properly avoiding danger.

Update: Jan 20, 2024 @ 1:17pm

- Fixed an issue where AI would not be able to correctly detect when abilities are done being used, which would result to many units getting stuck in place (particularly impactful for indirect fire units).
- Fixed multiple issues related to squad repair functionality.
- Increased bridge repair search radius.

Update: Jan 19, 2024 @ 11:32am

- Fixed a major issue where any converted squads would not be properly detected and would fail to use any of their custom behaviors (such as abilities).
- Major economy pass, all faction economies were reviewed and updated, particularly DAK.
- Implemented functionality to fully pull back team weapons which can't be retreated back to HQ for reinforcements.
- Towed units are no longer immediateately unhooked, they will be driven close to the frontline and unhooked there.
- Squads inside halftracks will now sometimes fight from inside them.
- Implemented functionality to sometimes get inside halftracks and mount tanks while at base.
- Implemented functionality to put away minesweepers while in combat.
- Increased economy choice range - this will allow AI to do more unorthodox choices sometimes, but those choices are still correctly reduced in terms of purchase priority, just not completely filtered out.
- Implemented extra ability cast verification which will prevent AI from trying to use abilities which are on cooldown.
- Base implementation of vehicle combat ability usage, but not yet used.
- Implemented new type of abilities which can be used without any restrictions (such as being in combat, not currently pulling back etc) and moved relevant abilities from out of combat ability type to the new one. This includes self-repair / medkit abilities, veterancy choosing abilities and more.
- Various improvements to AI repair functionality:
* Fixed an issue where repairing squads would randomly switch their repair target if a new vehicle came into range.
* Now checking for closest vehicle to repair.
* Fixed potential idling issues.
* Fixed incorrect Sapper, Panzergrenadier and Panzerjager repair ability references. This could cause them to indefinitely idle.
* Fixed repeated vehicle retreat commands for vehicles which were already back at HQ.
* Fixed some instances where repaired tanks could get pulled back to battle too soon.
- Implemented an upper limit to fuel economy boost (if AI has excess fuel, it will no longer endlessly increase the priority of purchasing expensive fuel purchases).
- Implemented the beginning iteration of a system which will allow the AI to refocus its purchase priorities in super-lategame back to infantry when needed, because fuel becomes too abundant due to upkeep.
- Implemented registered artillery ability functionality.
- Implemented sound the alarm ability functionality.
- Reworked and fixed propaganda war ability usage.
- Fixed an issue where AI would control Advanced Infantry battlegroup Infantry Assault ability squads.
- Slightly increased booby trap ability search range.
- Increased victory point capture priority.
- Temporarily disabled Towed Cannone DA 105/28 Field Howitzer upgrade as AI can't use it.
- Further increased battlegroup upgrade wait time.
- On-field repair ability can't be used if it's already in progress.
- Fixed an issue where hellcat would not pick its veterancy upgrades.
- Fixed an issue where AI would attempt to use medkits despite being in combat under rare circumstances.
- Fixed an issue where AI would attempt to use Raiding Flares despite not having it unlocked in the battlegroup.

Update: Jan 15, 2024 @ 10:08am

- Implemented DAK booby trap functionality (thanks Garhhus).
- Fixed multiple issues where AI would fail to pickup dropped slot items, team weapons or supply crates.
- Rebalanced USF airborne supply drop purchase demand functionality. It is now properly considered a manpower purchase, and has special demand rules depending on how much ammunition AI has at a given moment, and if it has already purchased a medical station or not.
- Further tweaking of stationary & rushable unit class multipliers (mostly affects how many indirect fire units AI buys most).
- Tweaked British Training Center infantry and team weapon upgrade purchase demand parameters.
- Reduced AI usage of recon plane abilities.

Update: Jan 13, 2024 @ 12:59pm

- Implemented a new unit class to AI called 'Stationary' and added values of this class to all relevant units. This class is now used in place of 'rushable' class. This will improve AI decisionmaking for indirect fire and anti-rush units, units which can exploit enemy rushable units vs stationary units.
- Fixed class weight functionality for the majority of emplacements, particularly howitzer emplacement and emplacements which require upgrades. AI will now properly counter these structures.
- Made a plethora of general economy adjustments: Stug D, Stuart, Designate Assault Position, USF engineers, Bulldozer, M3 halftrack, humber.
- Adjusted various economy class & anticlass multipliers to improve AI decisionmaking when countering rushable, stationary units, when purchasing more indirect fire units when some already exist on the field.
- Reworked rangers purchase priority in a way which should allow some riflemen to remain on the field in some situations.
- Fixed an issue where British heavy mortar would not get properly counted when considering purchase priority.
- Fixed advanced infantry battlegroup infantry assault ability.
- Implemented a new target filter for abilities which are meant to buff in-combat infantry, designate assault position now uses this targeting.
- Adjusted initial and minimum clump weights when considering offmap barrages (minimum weight is reached by having excess munitions).
- Fixed an issue where even with very low (zero) fuel income, the eta value would not grow accordingly.
- Adjusted the automatic base weight calculation equation for entities. Base structures, emplacements etc will contribute to AI base army strength value less and will be assaulted by enemy infantry more easily.
- Added mines to exclude list.
- Fixed issues where some emplacements and base structures were considered for global data collection multiple times.
- Fixed issues where invulnerable entities would be considered for global data collection.

Update: Jan 11, 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: Dec 28, 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.