v113 Update
22 changes, including:
- Dedicated land scouts to support sniperbots/similar units that lack intel
- Refinement to land rally points to make it less likely units retreating will advance towards the enemy
New flag to prioritise production over ecoing where the enemy has a significant ground attack force approaching M28's base[Edit: To be added in v114]- Enemy shields should be taken into account when deciding if a location has too much anti-air for gunships to attack it
- More TMD should be built for areas with some TMD that are under missile fire
- Coop - Added a workaround for an issue where M28 building things (like mexes) wouldn't count towards an objective, which could prevent progression on the supcom 1st missions, and fixed a bug with M28's ACU not building a naval factory on Aeon M1
- LOUD - Significantly reduced error messages such as those relating to being unable to build units where mod are enabled that remove T1+T2 energy and mass storage options; fixed a bug preventing nuke launchers from firing, while making it much less likely nuke launchers are built in the first place; reduced the land:air factory target ratio significantly in some cases.
Acknowledgements
- GrandpaSawyer - highlighting the function responsible for AI teammates not having their units counted towards a campaign objective
- Goblinsly - mentioning M28's gunships still die to friendly nukes
- Azraeel - 3 LOUD replays (which prompted the rally point and 'production focus mode' changes amongst others)
(Other notes - I forgot to look into the LOUD tele-SACU bug before release so will add that to the list for v114)