v24 update
This update was focused on fine tuning on the map four-leaf clover, pitting it in 1v1s against RNG, DilliDalli and M27, with 39 changes made:
- 24 changes made fighting against RNG, including improved initial build order; improvement to the location expanding engineers go to initially, increased ACU aggression, slightly improved air scouting, and expanded logic when deciding whether to attack enemy bombers/gunships to be more accurate in assessing whether it is safe to engage them.
- 3 changes made against DilliDalli, including pausing production to get energy for overcharge, and gunships being used to defend the ACU as a high priority
- 7 changes made against M27, including fixing an issue where land units could go idle if the enemy retreated, and fiing a bug that was causing excessive factories to be built at 'expansion bases' on the same island
- 5 other changes, including adding slightly more variety to very late-game experimental choice (Cybran and Aeon are slightly more likely to build air experimentals, UEF should consider novaxes again if it already has a Mavor), reducing the extent to which T3 combat units get built in unit cap scenarios, and reworking when M28's brain gets setup so the FAF Navigational mesh gets calculated on the playable area instead of the entire map (for non-campaign maps). I.e. this should mean M28 no longer thinks the two southern bases on Dual Gap can attack each other by land.
Acknowledgements
- Jip – highlighting how to get the NavMesh to only consider the playable area on non-campaign maps
- Relent0r – highlighting M28’s sub-par performance on four-leaf clover