Company of Heroes 3

Company of Heroes 3

Advanced AI
Showing 71-80 of 80 entries
< 1 ... 6  7  >
Update: Mar 19, 2023 @ 1:24pm

- Implemented fully custom large-scale movement logic:
* All unit movement is now controlled by the custom script.
* AI squads are now locked by the custom script all game long (except a few rare exceptions).
* All capture logic is now custom.
* Squads can sometimes switch their target while on the way to them.
* Implemented basic own functionality for purchasing squad upgrades.
* Implemented custom dropped weapon and abandoned team weapon pickup / recrew functionality.
* Custom logic for tasking squads uses a heatmap-like system which has many different considerations including:
~ Considerations for total AI strength (AI temporarily backs off from attacking strong points if it's behind in army strength).
~ Timed toggles for AI aggressiveness.
~ Area threat considerations.
~ Territory connectivity considerations.
~ Custom logic for properly spreading out across the entire map, making AI not abandon corners of the map.
~ Random weights for strategic points which switch based off a randomized timer.
~ Custom parameters for VP point priority - as the game enters a state where VPs become of paramount importance, AI will focus on attacking & defending them more.
~ Squads have considerations for how far away they are from each military point when choosing next target.
- Added 1000% player income option.
- Implemented a player upkeep setting.
- Added a new starting resources option 'At Limit', which sets player resources to 9999.
- Reworked all team weapon, sniper safety parameters and behavior settings.
- Made major improvements to AT gun behavior.
- Implemented functionality which checks if a team weapon is currently setup and firing, and if so, preventing new commands from being given to it.
- Fixed a major issue where team weapons which can't use retreat would dance around in place instead of moving back to HQ.
- Reviewed all and updated most settings descriptions.
- Implemented meaningful fixes to vehicle attack move control improving vehicles driving in recklessly cases.
- Made major improvements to vehicle safety parameters - vehicles should keep their distance and rush the enemy only when appropriate.
- Implemented functionality to properly check if a squad is capturing as vanilla function was not working. Squads which are capturing will no longer be pulled into forced combat.
- Fixed major issues related to AI ability usage (squads not being unlocked and idling).
- Tweaked retreat parameters, further improvements to retreat from structures.
- Adjusted all forced combat functionality parameters.
- Adjusted barrage control weights and the way barrage positions are chosen (smoke, normal barrages).
- Tweaked unit assault parameters - squads should keep their distance more appropriately if they don't have an overwhelming advantage.
- General improvements to pullback functionality.
- Units which entered combat now have a distance threshold at which they can still be pulled back.
- Attention functionality improvements.
- Adjusted cover search parameters.
- Adjusted the way pullback functionality works with special units (team weapons, snipers, indirect fire squads).
- Implemented functionality to update 2 squads at once if there are very many AI squads on the battlefield.
- Made major code refactorings and performance optimizations.
- Implemented functionality which limits AI squad actions if a squad has just started to assault a position.
- Made minor tweaks to garrison functionality settings.
- AI cheats will be applied slightly sooner at the start of the match.
- Static towed weaponry is temporarily disabled from being purchased.
- Fixed a problem where AI could sometimes task its units out of map bounds.
- Fixed a potential crash which could occur due to squads dying.
- Fixed a bug within cover search logic causing incorrect directionality considerations.
- Minor optimization to grid data & dimensions to more properly divide the map into cells.
- Fixed minor issues where forced combat functionality would sometimes affect units which weren't meant to be affected.
- Fixed issues where squads would sometimes fail to unlock after exiting combat.
- Fixed squads being unlocked earlier than intended under some circumstances.

Update: Mar 12, 2023 @ 5:55am

- Fixed a major issue with forced combat functionality which caused the squads to only move a very small distance instead of properly moving towards combat. This also resulted in those squads being completely inactive for a short duration. The AI should now feel much more aggressive overall.
- Added extra logic to pullback where in-combat squads at a certain distance are now allowed to pull back.
- Fixed an issue where squads in combat could still sometimes be incorrectly pulled back.
- Tweaked cover search parameters to prefer moving less.
- Added functionality which prevents certain squads, such as indirect fire units, from invoking forced combat functionality.
- Increased the granularity of the AI's data grid.
- Tweaked AI's assault functionality parameters - AI should stay in cover longer before committing to closing in.
- Tweaked AI's retreat threshold parameters.
- Tweaked AI's pullback threshold and timing parameters.
- Tweaked all forced combat parameters.

Update: Mar 11, 2023 @ 1:00pm

- Fixed an issue where choosing 0 VPs would not hide the Victory Point UI.

Update: Mar 11, 2023 @ 12:09pm

- Completely reworked cover search logic - should result in AI taking cover much more consistently and being much more aware of cover directionality, as well as better performance.
- Implemented functionality to garrison structures for all unit types.
- Implemented HMG, Sniper and AT gun ability usage functionality.
- Made major improvements to vehicle control functionality and settings, including preventing vehicles from rushing in too often.
- Added many new vehicle presets for vehicles such as British CWT trucks, flak halftracks and more.
- Increased max population capacity setting from 400 to 600.
- Updated many settings relating to unit assault functionality - should result in AI closing in on enemy positions much more often.
- Reworked HMG settings - should result in HMGs being much more aggressive.
- Reworked Sniper settings - should result in snipers properly closing in and staying in fights slightly longer.
- Reworked AT gun settings - should result in AT guns properly staying in fights and closing in much closer to try and acquire a target.
- Reworked move command acceptance radius functionality - should result in AI dancing in place less often, while still moving very close to the exact move command locations (such as take cover commands).
- AI will now properly consider building hitpoints when inside.
- Implemented limits to British 17 pounder purchases.
- Fixed issues with special unit attack move commands (AT guns dancing in place).
- Fixed an issue with creeping barrage position filter.
- Fixed an issue where British builders weren't excluded from AI.

Update: Mar 11, 2023 @ 5:57am

- Fixed an extra error related to AI concealing smoke ability usage.

Update: Mar 10, 2023 @ 4:13am

- Fixed an error related to AI concealing smoke ability usage.

Update: Mar 9, 2023 @ 11:18am

- Implemented functionality to consider on-map player entities as threats, added anti-tank capability values and clump weight values.
- Implemented functionality to limit AI producing certain units, or have a chance to completely disable those units for the match.
- Added a chance to disable and limited a plethora of units AI was very poor at using but liked spamming a lot (CWT truck, 20mm flak etc).
- Added an extra facing move command after attack move for special units (makes AT guns setup).
- Properly filled out excluded squads tables. This fixes AI needing to spend time on various squads such as MG teams inside bunkers, bleeding out soldiers, builders etc. as well as considering them as a potential threat.
- Lowered low-armored vehicle weight ratings across the boards. AI should be less afraid of these units in general and properly attempt to damage them with small arms squads.
- Fixed an issue where AI would place barrages too far behind enemy squads towards their retreat path.

Update: Mar 8, 2023 @ 10:53am

- Implemented functionality which unlocks AI squads which were forced to aid in nearby combat early.
- Implemented functionality which allows AI to consider closest enemy cover value compared to own for retreat demand calculations.
- Implemented pullback functionality threat decrease exponent parameter.
- Implemented special unit control wanted attack move distance parameter.
- AT guns will now attack move forward to a desired distance, this should result in much better usage of AT guns overall, especially in maps with lots of shot blockers.
- Adjusted 'help' functionality parameters - once again using larger radius.
- Adjusted 'pullback' functionality parameters - should resolve AI's lategame inactivity problems.
- Adjusted cover search parameters.
- Slightly increased importance of missing health percentage for retreat demand calculations.
- Reworked AT gun safety parameters.

Update: Mar 7, 2023 @ 12:48pm

- Implemented extra game mode options (popcap, starting resources, resource income, starting commander points). Thanks Janne252 for allowing me to use Game Modes+ as the baseline for implementing this.
- Fixed a problem where AI had a really small chance to use squad abilities.
- Improvements to AI cover search parameters:
* Should hug cover more reliably.
* Should no longer be afraid to take cover near an enemy (except their vehicles).
* Slightly less likely to take cover near friendly squads.
* Should prefer green cover more strongly.
* Should consider cover directionality more strongly.
- Improvements to AI assault functionality parameters:
* Should be more likely to close in on the enemy when it has a combat advantage or when its using assault infantry.
* Reduced the distance AI will move past HMG units when assaulting.
* Reduced the distance AI will move to the side when doing a soft flank.
- Improvements to pullback functionality:
* Reduced the combat radius - should result in more localized battles, more capturing and stronger flank maneuvers by AI.
* Pullback will trigger less often in low unit count situations.
* Slightly increased the exponent for overall enemy strength in the area calculation - should result in pullback triggering more often in large unit count situations.
- Increased general combat unblob radius.
- Minor fix for in-combat duration considerations. This mostly affects games with many AI players.

Update: Mar 5, 2023 @ 10:06am