v30 - Czar, Soul ripper and Defences
A bunch of new units unlocked/added this time, to varying degrees of depth. I'd originally hoped to have all the experimental air options added with this version, but I ended up getting sidetracked by some TMD building bugs which took far longer to resolve than I'd hoped (and included needing to rewrite parts of my engineer code), so Seraphim will have to wait.
New units that the AI will build and use:
- Czar and Soul ripper
- Static AA defences
- Static PD and walls
Other changes:
- Improved anti-cybran cloaked laser com logic
- Improved fatboy logic
- Reworked reclaim approach (again!)
- ACU should run from experimentals much sooner
- 23 Other misc changes and 9 bugfixes (including an unintended feature where the AI would get a 4-5s headstart in every game, and various bugs with building TMD)
The PD and AA buildings aren't anything fancy at the moment as this isn't meant to be a turtle AI (yet...).
Thanks to Azraeel for providing a number of replays which flagged certain issues (making me accelerate planned fatboy changes, and also highlighting M27's vulnerability to a cloaked laser com) along with providing some very entertaining moments, Babel for highlighting the 5s benefit M27 was getting at the start, and Fearghal for highlighting the vulnerability of the ACU to experimentals.