v122 Update
New hybrid AI option - you can now have M28AI take over control of any or your units (temporarily or permanently). To enable, set the "M28AI: Combined human-AI armies?" option in the lobby game options to "Yes", and then click on the M28AI icon on any selected units you wish to enable the logic:
If you encounter any issues (or if you use it and it works as expected) please let me know as I've only done limited testing of the feature.
[Edit: I’m aware of issues with this feature not working properly which I’ll be looking into shortly]
13 other changes made, including:
- Adjustments to experimental selection, in particular for the first few to make it more likely the cheapest experimental gets built
- 1 LOUD specific change relating to units on attack-move that in LOUD end up moving far inside their normal range (so M28AI should now manually attack units)
- M28Easy should consider moving units towards the enemy if they have t1 arti (instead of attack-moving)
- ACUs should go back to the initial build order if all factories end up being destroyed (previously they'd just rebuild a land and air fac and then go back to standing in base)
- Optimisation of logic for tracking mobile units with long ranged missile attacks (e.g. nuke subs) so it takes less than 10% as long to run with large unit counts
Acknowledgements:
- Nomander – suggestions for getting AI button to appear on selected units
- Azraeel – various LOUD replays (although I only managed to get through 1 for the changes in this update, but I’m hoping to work through the others in later updates)
- Emerald – replay where M28 suffered performance issues with lots of nuke subs
- Penny – posting a couple of replays against M28Easy