Skirmish AI no longer fallsback if it is almost done capturing a point or reverting a point Skirmish AI now properly releases a squad from its current task before getting it to do a construction task (victory points, fuel/munition points, watch towers) Skirmish AI will no longer try to build securing structures on points that cannot be secured. Skirmish AI players now take into account what teammates have produced and prefer to build different units Skirmish AI players now calculate preferred map areas relative to other players and get penalties for attacking and capturing outside those areas Skirmish AI no longer double military targets for neutral world owned points AICaptureTasks now correctly check for capture progress relative to allies and enemies AITactics are now prevented from being recursively updated AITasks now know which task group they belong to When selecting squads to be leaders and followers, team weapon squads are no longer preferred to be leaders, they are now not preferred AILeader and AIFollower tasks now coordninate better and spend less time stopping and waiting for each other AITaskMoveState now checks to make sure its path is going to the correct destination before it assumes it has a path it can use AISimpleMoveState now sends a move command to the final position if it has waited for a path for longer than 8 seconds AITaskMoveState no longer gets confused between layover movement doing cold layovers and capture layovers AISimpleMoveState and AIObjectiveAttackArea repath and replan timers are now scaled by the number of local AI players so we don't continually throw away good paths when we are getting infrequent updates AI VehicleTactic now only does path following moves if the destination is greater than 15 meters so we can do less path finding AI checks for squads and entities being detectable now also checks if the squad or entity has been seen recently if so then they can still be detected AI squad clump detection system now tracks which clumps contain visible squads instead of just testing the centre of the clump for visibility AI Ability Tactic properly converts entity and squad targets to position targets before attempting to do the ability if the targets cannot be seen AI Task Combat State no longer oscillates between retreat and fallback when the squad wants to retreat but does not support retreating AI Vehicle Tactic now keeps more space between it and threatening entities and re-positions less frequently AI cover, vehicle, and force attack tactics now only do path finds with a path length factor of 1.5 and not unlimited since they should be short moves AI simple move state now copies the path finding weights when it starts to prevent other AI tasks from changing them after the move has started AI move commands now support a facing only move AI attack commands now properly detect squads in idle combat AI force attack tactic will not get stuck running if the target moves within minimum weapon range AI tactics and fallback now properly check weapon ranges based on OBBs like the weapons do AI vehicle positioning tactic no longer tries to use vehicles that are bad at strafing to out postion an enemy relative to the enemies position AI vehicle positioing tactic now prefers to find safer positions relative to the current position instead of always relative to the target position fix bug where playing a tutorial of watching a replay to completion would prevent the player from playing online fix ISU 152 having two abilities with the T hotkey 120mm mortar changed from 480 to 360 from free ![]() commander tank and officer limited to one normal mortar can now be deployed when you get the 120mm catch networking problems when a user has trouble connecting to many users in a short period of time ![]() most barrage abilities now target positions instead of squads/entities update performance test to feature snow add OEM8 for mapping English physical key locations to French fix post game stat screen showing wrong info on save/load fix a bug where projectiles would never hit a dropped mg42 improve hang detection to reduce number of times the game crashed itself thinking it was hung prevent enemy buildings from appearing as holes in the ground when FoW was active fix dead entities not snapping to ground when dying on bridges optimization: speed up terrain rebuilding for higher frame rates when the camera moves optimization: game won't slow down after numerous explosions have damaged the terrain adding tracking for rare peer to peer error
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |