Progress update:
Most of my work (when I wasn't updating M27 for the rainbow cup) has been focused on having M28 function on maps with water - for now, without building a single naval or air unit. This took far longer than I expected despite using a very similar approach to how M28 handles land units, and I expect there will still be a number of issues to work through once I have M28 able to build naval units (although most of the hard work should be done now).
- Shields should be built to defend against enemy T3 arti/novax
- SAMs should be built across the map if lacking in air control (which M28 will since it doesnt built any air units!)
- Added logic to consider locations on an island by island basis, so engineers can move from one island to another, and establish a beachhead on an island to try and take control of it
- Put in place framework for 'water zones', which divide the map up into areas similar to what M28 does for land zones, so that naval forces can be handled on a localised manner. These zones are much larger than land zones in size, and for now use simplistic pathing which I expect I'll need to revisit at some point if I can speed up the logic for this.
- Combat units in water are now managed, and will consider fighting other water based threats or to move onshore (if amphibious) to fight for an island
- Engineers can now reclaim and build underwater mexes
I'm also going to start using branches for future updates (so if anyone's running the AI off github, the main release version is likely to be more stable as sometimes when I'm in the middle of a major update Ill post the changes to backup them, which could lead to the logic breaking if trying out the latest branch)