v16 changes
Support added for Aeon mission 1 - with the possible exception of Cybran mission 4 (where attacking the enemy fails the game) this was the hardest mission to get working for the AI. Challenges include starting on land but not being able to build any land or air factories; having a small area of water to build on (that means M28's 'marker'/reference point for this water zone was outside the playable area), and the enemy having a massive load of defences that outrange any unit that can be built (with SAMs crushing T1 bombers, and groups of 5 T2 torpedo launchers crushing frigates and submarines). After finally getting M28 able to overwhelm the defences, I then discovered some of them don't die when reduced to 0 health.
- Reworked water zone generation logic to reduce the number of very small/narrow zones (that would mess with unit logic due to units thinking there are no enemies in an adjacent zone)
- Reworked naval combat decisions so e.g. subs and frigates no longer end up suiciding into enemy torpedo launchers, or commencing an attack and then aborting just after starting to take fire from the torpedo launchers (the same logic should apply to enemy naval units as well)
- 26 other changes relating to mission 1, many of which are naval related
- 12 more general changes, including hopefully fixing an incompatibility with the stone age mod, making M28 more likely to go second air when in a rear position, and improving logic used by engineers to reclaim enemy units
Acknowledgements
- Sladow – flagging the incompatibility with the stone age mod
- Saver – replay with error/crash