v50 - Navy is here!
Introduced navy logic for each faction, including:
- Figuring out if it wants to consider going for navy on a map, and if so where to locate its factory
- Deciding on the best time to go navy
- Producing a range of naval units (no shield boats or stealth boats yet though)
- Utilising different tactics based on the naval state
- Per-unit dodge micro (to help survive battleship and Aeon destroyer shots)
- 7 bug fixes and 5 misc changes. One of the biggest behind the scenes changes is a cap on how long M27 will spend rechecking pathing, which should solve issues on some maps that would cause it to pause for a couple of seconds regularly
Despite both the addition of a whole new field of war, and individualised microing of units, M27 runs faster than the last update (which I think will be due to the cap on pathing checking time).
Note that navy is a very tricky area for AI (one of the reasons I've held off introducing it and focused on niche areas from v37 onwards), and this is only the first version of the logic so I expect in some cases it will be worse off than before as a result of this.
Acknowledgements:
- tyne141 - Replay highlighting ACU's vulnerability to torpedo bomber snipe