v35 - pre-planned firebases
Part 2 of my turtling logic - this time M27 will preemptively setup a firebase at map chokepoints. It only works on very simple chokepoints (e.g. Astro and Fields of Isis; there will be a number of other chokepoint maps which it doesnt detect/work on), and I'm not even sure if it is beneficial even on these maps (it has a slight boost in performance against AI but that's to be expected as most AI will suicide units into the firebase - for example it was sometimes able to beat DilliDalli AiX 2.0 on Astro Craters. It's eco performance suffers massively from spending so much on the firebase though)
Other changes:
24 Bugfixes, including
- Novax and T3 arti targeting (Novax would go to a unit's original position; T3 arti could sometimes error out when selecting a target)
- Fatboy run logic (that'd cause them to flee in terror from the slightest enemy threat)
- Issues with the power-stall manager, in particular a miscalculation of the energy usage of SMD and SMLs
22 Misc changes, including: - Air factory builder tweaks so air scouts are more likely to be built, and so the air factory and intie should be rushed if enemy air units are detected early in the game
- Making ACU more aggressive if the enemy doesn't have T3 units
Acknowledgements:
- Jip – Replay that resulted in an error relating to a land factory being built on a plateau where the pathfinding didn’t work.
- JantDarvus – replay highlighting M27’s vulnerability to early jesters
- Relent0r – highlighting issue with fatboys retreating, and issue with Ythotha’s attack-moving (I’ve decided to park the Ythotha point as a potential future change as I think I want experimentals to attack most of the time, except when there’s a Ythotha death-ball nearby)
- Spyro – Replay where M27 may have caused a hard-crash (It's not clear from analysing the replay if M27 caused the crash or if it was a separate occasional error that happens with FAF where M27 isnt active, but the replay highlighted a few errors/issues)