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Planetary annihilation titan torrent3/1/2023 ![]() The presence booleans were set according to the threat model used by the game, which failed in certain conditions (like evaluating buildings). = Presence booleans not set by radar or factories We fixed it to return false when there is no target. The condition FocusTargetThreatRatio used to return true even when the target wasn't available. = FocusTargetThreatRatio always returns true We patched the AI brain to recognize the Unit Cannon individually and it fixed the issue. That's the case with the Unit Cannon, however it wasn't being consistently checked everywhere. Sometimes the game handles some units individually, because of their odd behavior. = Doesn't recognise Unit Cannon as an orbital threat We created a "GalacticWar" personality tag for the AI in the GW mode and gave units a way to check for the air presence as well as the tag, which fixed the issue. The AI builds fighters when the enemy has no air, leading it to use fighters in Galactic War against players who don’t even have air tech, let alone an air presence. = Fighters and Galata built to fight an air presence that doesn't exist We patched the engine to ignore those parents instead of doing a hard check. This was the case sometimes with transporters that were used by the Starcannon to send units to a planet. Sometimes the game would crash when a game engine entity had a parent that was unreachable (like a temporary). = AI crashes server with Legion Expansion Starcannon We increased the batch size a little so the AI handles more spots in one go but still keeps CPU usage low. Those batches were too small, which caused the AI to wait until the next update cycle to start processing locations. We determined that initially the game handles strategic map locations (like metal spots and base locations) in batches. Sometimes the AI fails to start playing the game (just idling instead) before the 20 second mark. = AI doesn’t play until the 20 second mark in certain conditions ![]() Chariot from Legion) from having the same behavior.įix a bug where the code ignored the metal spots location when building new factories, the locations are now properly detected. That blocked derivative units of the same type (e.g. ![]() Orbital & Transport & Interplanetary) but the Astraeus unit had its behavior locked to its name instead. ![]() Units usually get their behaviors from their classes (e.g. Remote servers are still available for larger games, just the game defaults to local servers for smaller games. Use -local-server-max-players flag on the client to override this limit. Games are hosted by default locally (instead of remote servers) and limited to 6 slots.Retrained AI values, so the AI will play more competitively with the new balancing tweaks.Added UPnP support on Windows builds, required so the local servers can see out into the world and get incoming connections from other clients.Added Queller AI 5.23.1 - this is no longer a mod, but is now a full part of the game.The Major Grump - 3v3,4v4,5v5 (Multi-planet, includes Gas Giant).Phang Shores XL - (Phang Shores, but with an extra planet!).Phang Shores - 1v1,2v2,3v3,4v4 (Naval Island Spawns).Inconceivable Field - 5v5 (includes Gas Giant).Celebrating 10 years since we originally announced the game on Kickstarter, new battle lines have been drawn across the galaxies - 7 new maps, balancing updates, local multiplayer support, and a host of improvements have come online.ĭive back in to annihilate the enemy.
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