Company of Heroes 3

Company of Heroes 3

Advanced AI
Showing 51-60 of 80 entries
< 1 ... 4  5  6  7  8 >
Update: Dec 24, 2023 @ 7:51am

- AI should purchase more indirect fire units.
- Improved behavior of non-combat vehicles, they should avoid danger much more consistently.
- Vehicles can now have their barrages interrupted when in danger.
- Implemented retreat minimum enemy distance for non-combat vehicles, making sure they only retreat when there's danger present.
- Implemented retreat min enemy distance reduction for barraging, to allow non-combat barrage vehicles to get closer to combat and to make barrage interrupt functionality work correctly.
- Vehicle safety assessment now adjusts more factors based on vehicle's health remaining.
- Reworked DAK T4 purchase priorities, this should fix an issue where AI fails to spend its money and waits for this structure when it becomes available for purchase, it'll also allow DAK to stay on lower tiers for longer sometimes.
- Implemented Semovente 75/18 barrage ability.
- Implemented additional checks for various retreat functionalities preventing them to be triggered when there aren't any enemies present nearby at all.
- Slightly increased Data systems update rate (for more precise barrage positions and general large-scale data accumulation).
- Fixed an issue where stuka zu fuss was considered a normal combat unit for large-scale movement.
- Set Reconnaissance Tractor to be considered an mobile artillery unit for large-scale movement.
- Slightly reduced stuka zu fuss barrage clump search ranges.
- Minor adjustment to recrew safety threshold.
- Further increased limitations on how many engineers AI will want to purchase.
- Increased DAK tractor vehicle purchase priority.
- Increased American mortar purchase priority.
- Increased British Bishop purchase priority.
- Slightly increased AI threat aggressiveness for normal units (AI will push more directly into the enemy when having a general strength advantage).
- Adjusted vehicle retreat timers (healthy vehicles will re-engage into combat faster).

Update: Dec 23, 2023 @ 6:20am

- Reduced AI update budget substantially.
- Reduced AI resource bonuses across the board.
- Reduced AI popcap bonus to be around 200 on max settings.
- Easy-Hard AI difficulties no longer receive starting manpower penalties (wasn't intended).
- Fixed a major issue relating to pickup & recrew logic, tweaked safety thresholds.
- Vehicles will no longer be considered for pickup & recrew logic (substantial performance improvement).
- Fixed multiple issues relating to AI purchase decisions when using increased starting resource options (engineer spam, tech progression).
- Fixed issues relating to AI purchase priorities when it has excess manpower.
- Fixed M29 Weasel with M1 Pack Howitzer call-in purchase parameters, changed limit to two, but counting both pack howitzer and weasel.
- Introduced stricter engineer squad purchase priority count decay exponents (AI will not be allowed to spam these units).
- Made further improvements to vehicle safety assessment logic.
- Introduced functionality to queue the next queued movement command (wasn't possible before as it is a custom queued movement script), which may resolve issues with vehicles getting stuck on impassable terrain.
- Fixed an issue related to vehicle idleness status - retreated idle vehicles should be updated less frequently, letting other squads take higher priority.
- Fixed issues relating to vehicle retreat timer.
- Increased max autobuild distance slightly (potential fix to AI failing to build its structures).
- Fixed an issue with AI mortar DOT avoidance profile duration.
- Fixed a minor issue relating to retreating squad priority queue value.

Update: Dec 17, 2023 @ 12:38pm

- Added coastal reserves battlegroup bunker information to AI so it will properly counter them with indirect fire and other units.
- Added coastal reserves and advanced infantry unit and player abilities to AI avoidance to allow AI to properly dodge them.
- Reworked vehicle close-in functionality.
- Further work relating to vehicle safety assessment logic.
- Adjusted AT gun military point prioritization values slightly, should result in AI sending its AT guns to more logical spots on the map.

Update: Dec 14, 2023 @ 12:29pm

- Fixed a major issue affecting large-scale data collection on the map where previous values failed to be reset and would endlessly grow. This would cause incorrect barrage positions, very strange vehicle behavior, and many other issues (bug was introduced last update).
- Implemented weapon-based infantry AT capability calculation functionality, replaced old upgrade&static-based weights with the new system. Picked up AT weapons now affect AI's knowledge of squad AT capabilities.
- Reworked vehicle safety logic.
- Implemented functionality to increase danger required to retreat for vehicles which have recently been retreated.
- Reworked vehicle close in threshold logic.
- Updated vehicle close in distance calculation logic.
- Reworked vehicle rush-past logic.
- Implemented team weapon pickup limits which should prevent AI from sometimes endlessly growing numbers of its team weapons if it's being bombarded with indirect fire.
- Reduced command tank base purchase priority.

Update: Dec 9, 2023 @ 10:59am

- AI can now use Advanced Infantry battlegroup.
- Fixed a plethora of issues which arose from various functionality changing with the update.
- Fixed AI not using Tiger tank and Command Panzer IV.
- Fixed an issue where US halftracks would remain idle after exiting combat and having a veterancy level. This also meaningfully addresses idle squads issues as the idling halftracks would take up a big portion of the AI's available update budget despite not doing anything.
- Fixed repair squads failing to repair vehicles (and bridges/buildings) in certain circumstances.
- Increased lategame AI update budget (slightly lower performance, but should improve AIs overall unit control and reduce squad idling).
- Fixed AI failing to pick up paradropped supplies.
- Vehicle behavior improvements.
- Added a specific custom vehicle preset to a set of halftracks.
- Implemented a performance optimization where two copies of all data are switched for use, rather than copying over all data every time into one table when the data is ready. This severely reduces amount of operations needed for the data finalization step on large maps.
- Data initialization step is now separated out from a set of other data update steps which should reduce frametime.
- Reduced the number of updated squads per update step for data portion of the AI, this should result in fewer data initialization steps as well as reduce the overall intensiveness of data updates which are ran in parallel to unit logic, improving performance in general.
- Implemented a set of performance optimizations relating to ability requirements.
- Updated GMC barrage range.
- Updated Wehr T4 structure requirements.
- Fixed several incorrect battlegroup upgrade CP costs.
- Updated bazooka squad purchase priority.
- Reduced paradropped supply ability priority.
- Fixed an issue where special operations supply operations ability had overly large purchase priority.

Update: Oct 17, 2023 @ 12:58pm

- Implemented a system to fix issues of AI idling near strategic points instead of capturing them.
- Removed damage modifier settings.
- Introduced received accuracy options in place of received damage options (global, ai-only).
- Fixed British ability usage: Sapper no69 grenade, Tommy rifle grenade, Tommy AT grenade, Tommy flare, Guards gammon bomb.
- Multiple extra potential bug fixes / data validity checks.

Update: Oct 4, 2023 @ 12:49pm

- Updated DAK tech tree and command trees to patch 1.3.0.
- Added an additional starting resources option with 3500 manpower, 300 munitions and 400 fuel.

Update: Aug 13, 2023 @ 4:22am

- Increased 'rushable' values of all AT guns and some emplacements. This should result in AI purchasing more indirect fire weapons against them as well as rushing them with infantry more often.
- Minor adjustments to AI grenade purchase priorities.
- Implemented a workaround for a crash related to vehicle prioritization which often happened when playing the mod with a tuning pack.
- Implemented a potential fix for a rare crash related to paradrop units.

Update: Aug 6, 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: Jul 25, 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.