This version focused mostly on smaller eco gains so when my AI is trying to eco it should do it a bit better. Main changes are:
- Power stall manager to pause construction etc. to avoid or minimise power stalls
- New dedicated ACU protection strategy to provide quicker help to our ACU when its in trouble
- Increased focus on marginal mass gains when ecoing (e.g. not getting as much power so more mass can be spent on mexes; Reducing the combat units built so it can be spent on mexes, etc.)
- Various bugfixes, including one that stopped a fully upgraded Sera com from doing anything, and issues with ACU logic for cancelling its upgrade and running away
Since my ACU self-destruct logic hardly ever triggers (I've only had it work in sandbox when testing it), I also decided to expand the behaviour - now my engineers and mexes should also exhibit self-destructive behaviour.
@jip FYI re your query a few versions ago when I introduced it, my ACU should only self-destruct in the niche scenario where it is about to die anyway and the enemy ACU is within range of the explosion and low enough health to die to it. I didn't want to risk a more general 'I give up' type logic both for fear of hit going horribly wrong, and since even in games where my AI's base has been destroyed it's sometimes managed a win with its ACU.