Update 20.Jan.2021(v89)
- New: Added a compleatly new AI Ecomanager that can now also pause/disable mobile units. Including stealth, cloak and jammer.
- New: New attack function "AttackHug". Units will move as close as possible to the target and execute suicide.
- New: Sub AI "Overwhelm" will now increase the build and eco factor by 0.05 every minute. (starts after 20 min)
- New: Sub AI "Overwhelm" is now using the more developed "Adaptive" attack plan.
- New: Sub AI "Overwhelm" restriction for nuke launcher builder removed.
- Fix: Changing the path calculation for c-engine to early was causing desyncs in replays.
- Fix: Nuke function stopped working while targeting moving experiemtals.
- Fix: Targeting function no longer accept targets under water for units above water and vice versa.
- Fix: Tactical Missile defense does no longer try to attack underwater targets
- Fix: Function GenerateSafePath will no longer return a empty path in case it's very close to start and end point.
- Fix: Pathing for air units now cut the first and last 3 waypoints to get a better attack angle.
- Fix: Added Buildcondition for navalexpansions to prevent unwanted naval factories in range of the main base.
- Fix: Attack function is no longer microing units without a rear weapons (units were driven in a circle)
- Fix: First Tech2 factory will now be build a bit later.
- Fix: Removed debug names from attacking platoon units.
- Fix: Units no longer get stucked after changing target priorities.
- Opt: AI will now also check for a land path from expansions.
- Opt: Platoon microing improved (smarter).
- Opt: Paragon will be build earlier and with more assistees.
- Opt: SACU teleport platoons now move to the target for better dead explosion damage usage.
- Opt: GreaterThanEconIncomeFunction only returns true now if eco trend is positive; Even if a paragon is found.
- Opt: Air experimentals now tend to move inside the base (stopped at defense before).
- Opt: Changed WeaponTargetCategories fore some LAND experimentals platoons (now also attcking Optics structures).
- Opt: Added scouts to some bomber and gunship platoons.
- Opt: Changes some categories to support SCTA mod.
- For AI devs: Buildcondition changed (LocationType added): { MIBC, 'CanPathToCurrentEnemy', { false, 'LocationType' } },
- For AI devs: Function changed (new args): AIFindNearestCategoryTargetInCloseRange(platoon, aiBrain, squad, [...])