v80 Update
Some (but not all) of the planned changes from the Rainbow Cup finals. Since a number of these changes affect core parts of the land and air unit functionality there's a greater risk of unintended consequences or bugs.
- 7 changes from the final game (on huge adaptive wonder), including having fatboys move instead of attack-move when faced with negligible enemy threats (so they cant be held up by land scouts on repeat), and various adjustments to asf targeting logic so they'll commit to nearby targets, prioritise closer targets, and include air units betwen their main target and the current rally position.
- 3 more changes from an earlier RC game on Norro that I'd missed from a first pass, including fixing a bug that would cause the ACU to not consider the proper units when deciding whether to attack or retreat, and some refinements to land scouts so they are less likely to retreat when friendly units are near.
- Reworked how land combat units are managed to try and stop M28's entire army chasing after a lone enemy scout/low threat unit. Where M28 significantly outnumbers the enemy it should only send some of its army to deal with the enemy, and the remainder should search for a larger enemy force to attack.
- 3 Optimisations for maps with lots of cliffs so that M28's land based logic gets run less frequently for small plateaus; the plateaus get ignored for most of the air based logic; and are also ignored when determining what zones are between the start and end position.
Acknowledgements
- Fearghal - for funding and organising the rainbow cup tournament (which provided various valuable replays and ideas for improvements)
- TheWheelie, Tryth, and likely others (apologies if I've not mentioned you here) - various discussions in the rainbow cup discord thread following the end of the tournament with suggestions on AI improvements (some of which are planned for an upcoming version)
- Saver (and Relent0r) - Error message relating to part of M28's land logic that would sometimes occur.
- goblinsly2 - Replay highlighting performance issues on the map Voodoo Castle (as a result of the large amounts of unpathable locations).