Release Notes 2.1.2: Updated for Steam version of FA. 2.1.1: Improved the Excess Mass strategy, Fixed the transport behavior. 2.1.0: The AI's Excess Mass Strategy should work better, Added in recent suggestions from the AI Sim Speed discussion, AI will no longer control the Residual Energy Signature, Fix for inflated threat levels. 2.0.0: AI will focus more on large builds, Raised T4 trigger threshold, Fixed code for keeping a CAP, Added function, to check for inflated threat levels, AI will build more Energy Storage, When checking for assisting engineers, pods will no longer be counted, AI will use Air T4s more on 20x20 maps. 1.9.9d: Fix for sim lock issue, Adjusted ACU behavior. 1.9.9c: AI fighters should no longer go after pod units, Altered T4 grouping behavior. 1.9.9b: Fixed another bug. 1.9.9: Attempt to fix the reported crashes, Adjusted wait time calculation between nuke launches, Adjusted the function that decides whether to send units or not, Adjusted the Anti-Turtle strategy. 1.9.8: Decreased the number of Naval facilities per Naval base, Added more strategies to have the AI burn off excess mass, AI should not build numerous engineers after reaching a new tech level, The AI will adjust the delay between nuke launches based on map size, Adjusted T4 grouping, The AI will give away its units to a human player when it dies, Includes LEM 4.4. 1.9.7: ACU should keep moving when attacking early, AI should have fighters out earlier when needed, Water AI should build more naval defenses, AI will make sure mass value of a Nuke target is greater then the mass value of the Nukes, UEF satellites should now go for unprotected targets again, Opened up the ability of the Rush AI to use T3 Arty, AI should build fewer Anti-Nukes unless the enemy has nukes, Includes LEM 4.3. 1.9.6: Misc. tweaks. 1.9.5: Air units should no longer land. 1.9.4: AI should use its air superiority better, AI will stop building T1 sooner, The AI will use more ASFs, AI should stop sending its fighters into situations where they will die unnecessarily, Adjusted the excess mass strategy, Fixed a bug with the Gun Upgrade strategy, Includes LEM 4.2. 1.9.3: Rush AI will not always use the gun upgrade, Fix for stuck T4s, Fix for stuck land units, Fix for game freeze after 5 min when T2 or T3 disabled, Some path calculation fixes, Misc fixes and improvements, Includes LEM 3.9d. 1.9.2: The AI should do a better job of not wasting mass, AI should do a better job of spotting an open ACU, Adjusted ACU behaviors, Misc bug fixes and stuff, Includes LEM 3.9. 1.9.1: Rush AI should build more T3 AA, Fixed GatherUnits script to keep units from getting stuck inside the AIs base, Adjusted ACU behaviors, Includes LEM 3.8. 1.9.0b: Fix for simcallback issue. 1.9.0: Adjusted ACU behaviors, Fix for stuck units at unit cap, Fix for stuck units in the GuardExperimental behavior, Fix for Rush AI not being able to tech to T3, Includes LEM 3.4. 1.8.9: Re-tuned Anti-Turtle, AI should raid more later into the game, AI will build T4s on maps without markers, Fixed ACU early game behavior on maps without markers, Includes LEM 2.1. 1.8.8: AI will upgrade factories in a more balanced matter, ACU should be a little more cautious, Includes LEM 2.0b. 1.8.7d: Re-tuned anti-turtle measures. 1.8.7c: AI will now upgrade mexes to prevent wasting mass, ACUs should now behave better, Includes LEM 1.9. 1.8.7b: Bombers adjusted a bit, Land T4s should now attack the ACU instead of trying to stomp it, Includes Lobby Enhancement Mod 1.2. 1.8.7: More Econ adjustments, Assist platoons will now pay attention to their max range, Land T4s should now attack the ACU, not try and stomp it to death, Land T4s should spread out more in formations, Includes Lobby Enhancement Mod 1.1. 1.8.6: Econ adjustments, Some performance improvements (I hope), Added Lobby Enhancement Mod 1.0. 1.8.5b: Altered ACU assisting requirements. 1.8.5: AI platoons should pass by ally bases, ACU should upgrade a bit earlier, T3 arty should not get stuck, ACU should move around and assist more, Harbs will no longer assist Land T4s, Improved fighter behaviors a bit, AI should build more fighters and faster, Lobby Enhancement Mod 0.3 Included. 1.8.4: Fixed major bug in strategy manager, AI should get rid of enemy walls, Added support for AI Support Mod 0.5 (included), AI should hold some fighters back for base defense, AI should stop land assaults when the enemy has too much defense, AI will use larger land groups as the game goes on. 1.8.3c: Updated to work with AI Support Mod v0.3. 1.8.3b: Water AI will use some land units, Amphibious units should not get stuck in water anymore, Added support for new AI Support Mod (included in download). 1.8.3: Czar behavior should be fixed, Worked on the Water AI a bit. 1.8.2b: Altered TML targeting, Rush AI build order changed, ACU should push forward better, Land T4 bug should be fixed, Fixed stuck engineer bug (I hope), You should no longer get a cheat message when asking the AI for an engie. 1.8.2: Changed the Nuke code a bit, Amphibious units should get stuck less, T4s should attack the ACU rather than walk on it, New strat to stop Nuke production if the AI gets too far behind, AI should, hopefully, not be able to upgrade mexes to tech 3 if the host disables tech 3, Misc. bug fixes. 1.8.1: Balance changes based on feedback. 1.8.0: AIs default response to a pm will be to give a list of available commands, Improved Island map detection, T4 pathing is back, AI will default to building T4s on maps without markers, Fiddled with pathing some more. 1.7.9c: Fixed another bug. 1.7.9b: Fixed small bug. 1.7.9: Added some new strategies, Added shield upgraders to expansions, AI will build some more engineering stations, Added a command to make AI give an engineer to an ally, Added a command to have an AI tell you the available commands, Disabled T4 pathing. 1.7.8: Fixed bug in Anti-Nuke building, AI fighters should avoid AA more, Players can now give AI allies strategies to focus on. 1.7.7: Fixed ACU Attack function, New advanced strategy, Fixed and improved nuke launching function, Some bug fixes, AI will still go after Mexes when using an Air Strategy. 1.7.6b: Added support for my Handicap Mod. 1.7.6: TMLs will now go after pgens, Altered ACU behavior a bit, Changed the way Scathi are built, Removed some unnecessary files. 1.7.5b: Fixed a Land T4 bug. 1.7.5: Land T4s (except for the FB) will use move when they get close to their target, Fixed TML Leading function, Finished comments in sorianutilities.lua. 1.7.4b: Added support for TML randomization. 1.7.4: Improved TML targeting function, Fixed Rush AI stall. 1.7.3d: Anti-Nukes are no longer a requirement for Arty, Nukes, or T3 Firebases, AI should use more engineers to rush build an Anti-Nuke if needed, AI should use intys like before, Hopefully fixed Rush stall. 1.7.3c: AI will continue to build T1 units a bit longer, Fixed more factory upgrading weirdness. 1.7.3b: Fixed some factory upgrading weirdness, Fixed some Land Unit build restrictions. 1.7.3: Rush AI engies should build early power better, AI should use Land T4s more on small maps and less on larger maps, Fixed bug with many of the strategies. 1.7.2: Rush AI should use the ACU better, Added some platoons to help the AI rebuild factories if the ACU dies, Nukes and Arty are back on 10x10 maps, Game Time related build conditions now adjusted based on cheat factor. 1.7.1b: Added support for Strategy Activation and Deactivation functions, Added the unit grouping code back in. 1.7.1: Revamped Strategy Platoons, More misc changes. 1.7.0: New threat response platoons, Strategy Manager revamped, Map size check will look at both height and width, Other misc changes. 1.6.9b: AI should spread T3 engineer building out a bit, T4s should have less abrupt behavior, AI should stop building T1 land sooner, Misc econ changes. 1.6.9: More late game build power, More T4s and less Arty on smaller maps, Lower requirements for the cheaper ACU upgrades, Engineers that get stuck trying to build something somewhere they can't should reset themselves. 1.6.8: AI should use more engineers for big projects, AI should use T2 a bit more. 1.6.7b: AI should have better late game build power, AI should tech up all of its mexes to T3, Minor bug fixes and cleanup. 1.6.7: Pathing T4s, Added Unit Cap T4 platoons, UEF Satellite should try to attack HARMS less often, Added Artillery Intel and handler, Did some much needed cleanup, Minor econ tweaks. 1.6.6: Intel should be more accurate whenever possible, Reduced load for intel, Sped up teching. 1.6.5: Added No Rush restrictions to expansion and defensive points, Better reclaiming and more late game reclaiming, Added table cleanup function, BuilderManagers table uses new table cleanup, Intel Data table uses new cleanup, AI will now gather and react to intel, Newly built engineers will wait a couple seconds before being given their first order, Scouting (Air) will now be based on map size, T3 Engies will finish unfinished T4s, Fixed units bumping around at the start of the game, AI will spam buildings less, Econ improvements, AI will not send out lone Land Scouts after reaching T3, AI will react earlier when approaching unit cap, Land T4's should stop to engage units in their path, Added more enhancements to prevent the AI double building accidentally, AI will monitor rally points and move them if they get cluttered. 1.6.4: Earlier Q-Gates, Fixed Engineering station pods getting destroyed along with Air units, Navy should attack from distance better, AI should spam T1 and T2 less when at T3, Improved Air Superiority. 1.6.3: Fixed Strikeforce AI. De-clutter platoons are back, Adjusted unit cap platoons, Improved reaction to T4s, SCUs will no longer attempt to assist shields, Improved Distress Response deactivation. 1.6.2: Fixed engineer capture/reclaim behavior, Engies will only get reassigned to bases with factories, Added a path caching system, Microing units will take slope into account, Fix for stuck T4s, Rush AI will use transports on water maps, Fighters will patrol the AIs home base, Adjusted T4 Land threat evaluation, Added check for empty transports, Fixed Sera T4 Nuke not firing more than once, Reclaiming engineers will look at threat. 1.6.1: Optimized the Factory Custom Unit code, Added another fix for hoarding land units. 1.6: Adjusted priority of torp bombers, Adjusted T4 Air threat evaluation, Adjusted Air Scout priorities, Fixed Sera T4 Nuke not firing, Tweak T1 Gunship Rush strategy, Fixed T4 Land units pausing to attack shields, UEF Sats will target like nukes, AA units that can attack ground targets, will, Units will no longers guard t4s being built, More T4 Guards, AI will use Amphibious tanks, SCUs will Upgrade, ACU will treat engineers as a threat, Adjusted economy a bit, Made a small change to the Nuke Rush and T3 Arty Rush strategies, AI should take a better account of threat when looking for transport drop points, AI will micro units a bit, AI will go after econ first with Air, AI will not build intys if does not have to, Added emergency factory upgraders, Fixed UnitUpgradeAI bug, Fixed Land, Air, and Naval platoon threat evaluation, Re-coded GeneratePath(), Fixed a GeneratePath() bug, Added custom engineer built unit support, T4s will group up before moving out, Gave ACU more to do, AI will treat building the Scathis like building the Mavor, TMLs will not target Air, Fix for engies getting stuck trying to capture unfinished buildings. 1.5.1: Fixed Air T4 support, Fixed Nuke targeting, AI should spread out its T2 and T3 pgens a bit, Adjusted Land T4 support to include mobile shields. 1.5: Adjusted Land T4 threat evaluation, Added T4 Support platoons. 1.4.9: Adjusted T4 Land Grouping, Removed ACU mex builder, Upped targeting priority for the Scathis, Adjusted priority for T4 assisters to promote a bit more defense building, Adjusted some defense priorities, Increased bomber platoon instances for the strategy manager, Fixed a bug in the strategy manager, Soul Ripper now uses regular move. 1.4.8: Tightened up nuke targeting priorities, T4s will group up based on enemy threat, Fixed Balanced AI initial build order, Added more Gunship platoon instances, Added unit cap check to the max fighter builder. 1.4.7: Removed Water T4s, Optimized Unit Cap Manager, Added T1 Pgen reclaim engineer, Removed hard cap on engineers assisting T4s, Fixed Balanced AI, Removed leftover Log message. 1.4.6: Adjust Mobile AA balance, Expansion base factories will upgrade sooner, AI will build extra engineers if it has a constant excess of power and mass, Added Expansion base emergency TMD builder, AI will no longer upgrade units if the upgrade is restricted by the unit manager, Adjusted the Expansion base creation function to allow for some Land Factories, Transports should no longer be given an order to pick up a unit when it already has one, AI Engineer movement should use less CPU and be more efficient, Hopefully fixed the Czar bug once and for all. 1.4.5: Fixed econ issue with Rush AI, T3 Firebase strategy was not being loaded, Modified T3 Naval mix a bit. 1.4.4: One more fix for land platoons. 1.4.3: Adjusted Land unit platoon sizes, Made more Land platoons use the platoon size condition, Added Paragon Overall Strategy, Disabled Log messages, Added a small map strategy. 1.4.2: Fix for units not moving, Fix for Land units getting stuck at expansion bases, Fix for ACU under attack bug, Disabled my log messages (except for start of game one) and some leftover GPG ones. 1.4.1: Fix for T3 Arty on small maps, AI will let you know if a map does not have the appropriate markers, More late game scouts, More changes to help AI take advantage of a Paragon, Overall strategies have been re-enabled, Optimized the function to check if the AI is outnumbered. 1.4: Added support system for custom unit mods, Nukes should target better, Land units will respond to large threats, Fixed a bug with nuke missile assist engineers, Other various tweaks and adjustments. 1.3.4: More fighters, AI should react better to having a Paragon, AI should respond to TMLs near its base, AI should regroup platoons with low surface attack capability. 1.3.3: Nukes and T3/T4 Artillery should be built near shields, Economy fixes, Bug fix, The AI will break platoons of fighters into smaller groups. 1.3.2: Bug fix, AI will capture engineers and factories from all factions. 1.3.1: AI should not attempt to build T4s when its air space is not clear, Tweaked Jester Rush Strategy, Tweaked Nuke Rush Strategy, Added T3 FireBase Rush Strategy, Engineers are now able to assist Nuke Silos building Nukes. 1.3: Added Strategy Manager with an assortment of strategies, Nukes should be built sooner, Engineers will assist certain high priority projects until they are completed, AI will build more TMD, Transport bug has been fixed, T4 responses will no longer kill the AIs Air unit mix, The AI will build defenses around mexes away from its base, New Sim speed improvement, Land units will weigh threat higher when pathing, Fatboy will use attackmove on land and regular move under water, AI should react better to a commander under attack, The AI will use captured engineer and factories, Various other bug fixes and tweaks, Fighters should now circle their base when they have no targets like they should have been. 1.2: Novax will attack least defended first, Scouts will no longer stop, AI will build more artillery if the enemy has a lot of defense, Expansion bases will prioritize building TML and Artillery if there are enemy structures in range, T4s will group on-the-fly, Transports will check for anti-air defenses, Engineers and the ACU will no longer get caught up in base distress response, Another attempt to get Mobile Shields to stay in formation, Fatboy will no longer get stuck in water, Transports will now try and find the closest safe spot to unload, Fixed bug with UEF Satellite. By default it was using the Air T4 behavior, Artillery, TMLs, and the UEF Satellite will target defending shields first, Land and Air T4s should ignore ACUs under water, AI will scale land platoons based on enemy defenses up to a limit, Hint platoons will no longer target Air units, Fixed bug with PickEnemyLogic(), was not evaluating enemies properly. 1.1e: Fixed bug that caused T4s to get stuck. 1.1d: Improved T4 grouping, AI will go nuts when it has a paragon. 1.1c: Fix end of game bug (really this time). 1.1b: Fix end of game bug. 1.1: Fixed duplicate chat bug, AI Commander will no longer get reassigned to a different base, AI commander will no longer be transported, Added more taunt abilities and situations, Fatboy will fire from range, Prepared AI Chat for localization, Added support for AI to react to ally markers, Better behaviors for the Tempest and Atlantis, T4 Grouping, T2 Engineering Support Structures in Firebases and Defensive points, Added NavalHuntAI, StrikeForce Naval Platoons, AI will upgrade sonar, AI will name its T4 Units, Made the Turtle AI seek defensive points more aggressively and build them up bigger than the regular AIs. 1.0: The AI will build T3 Artillery in expansion bases that are in-range of the enemy, Fixed a default AI bug that was preventing the AI from building T2 and T3 Firebases. The AIFindFirebaseLocation() was messed up, also the threat map is far too inaccurate for this sort of thing, Lots of econ tweaks and pitfall fixes, AI will pause mass fabs when the energy gets low. Why they removed this I will never know, Fixed AI building lots and lots and lots of TMD in expansion bases, Fixed building tons of T1 defenses for no reason out in the middle of nowhere, Fixed AI keeping up with Anti-Nukes, it was counting all anti-nukes when it should just count the ones in the main base, Adjusted TML target leading. Better chance of hitting groups of units and the occasional solo one, Omni in expansion bases, Massive improvement to T4 reactions: Based on latent intel rather than vision, Fix for platoons not wanting to leave the base, Fix for platoons stopping in the middle of nowhere waiting for a transport, Fix for factories in the middle of nowhere, Build Defenses towards enemy, Stop focusing on walls, Near base alarm, Fixed land and water platoons, AI Chat, AI will not fire Tac Missiles or Artillery into their base or their allies bases, Fixed ACU Upgrades. 0.9.9: Land units should not get stuck shooting into cliffs, Improved distress response, Many, many AI tweaks, Improved transport use, More PD and AA in perimeter defenses, Bigger Air groups, Less TML more Artillery, Greater response to major threats, Hives and Kennels will Upgrade, Fixed bug in distress response, Fixed Rush aggressiveness when playing multiple enemies, Fixed AI not building multiple Hydros when there is more than nearby, AI will reduce the number of expansion bases depending on the number of AIs in the game. (Duncane's idea). 0.9.8e: Improved Distress Response, Improved Naval Pathing, Engineers will assist a T4 project before starting a new one (to a point), Naval Econ tweaks, Crash to desktop fix. 0.9.8d: Version number will now be displayed in the lobby, Naval units will use formations. 0.9.8c: Fixed T4 not moving bug, Fixed Czar behavior, Fixed Torp bombers, Fixed AI power crunch on maps with no nearby Hydro, Other minor changes. 0.9.8b: Fixed bug preventing the AI from building Air only expansions, Fixed bug with Naval platoons preventing them from pathing, Fix for Sim Speed fix bug after an enemy dies, Added Water AI. 0.9.8: AI should tech faster, AI will use T2 engineer structures and not kill them off due to unit cap, AI should spread TMD out more, Fix for later game engineers not rebuilding Radar, Stopped late game T1, T2 Tactical will go after least protected highest priority target, AI will see enemy engineers as a threat to its structures, More T1 mobile arty, AI will mix scouts into platoons, Fix for Naval Units not doing anything, Fix for AI using the wrong expansion bases, Updated Sim Speed fixes. 0.9.7: Fighters will patrol their bases, Fix for Cybran early scouts using stealth, Engineers will look for nearby projects to assist before starting a new project of the same type, AI will try to keep enough anti-nikes to stop enemy nukes, AI will group later game T4s, AI will build Paragon, New EngineerNeedsAssistance() function, New Air AI, AI will use Paragon. 0.9.6d: T4 response defenses, Fix for TMD, strikeforce break off to go after priority target, Adjusted T4 priorities, Adjusted Commander priorities, Changed the way the Commander Attacks, Changed the way T4s attack, Adjusted Naval priorities. 0.9.6c: Fix for Commander being picked up by a transport. 0.9.6b: No Rush Fix, Sim Speed Fix (credits to Duncane), More Economy adjustments to make the AI a bit more aggressive. 0.9.6: Engineers will finish unfinished Experimentals and Structures, Engineers will assist damaged Shields, More aggressive early game, Minor Commander tweaks, AI will build TMD if it sees a close TML. 0.9.5: AI will detect if an enemy has a lack of anti-air and take advantage of it, More commander behavior fine-tuning, Fighters will no longer attempt to attack Air units as they are being built, More economy changes, AI wont clutter its base with land units, If an enemy has a lack of land defense the AI will take advantage of it, Hydro plant will be built earlier, Strikeforces will now path, Fix for T4's getting stuck, AI will respond better to Air units in its base, AI will build more defenses. 0.9.4d: Fix for Attackforces returning to base just outside of enemy base, new economy controls are now instant build conditions, small changes to commander behavior, AI will now try to protect power generators with shields, base guards wont be used if there are sufficient base defenses. 0.9.4c: Fix for AI not upgrading factories, other small balance changes. 0.9.4b: Fix for Sorian Rush initial build order on small maps. 0.9.4: Better commander threat evaluation, AI more aggressive, Rush AI more aggressive with units and commander, Improved tac missile targeting, Improved economy, Fix for AI starting multiple T4 projects when it shouldn't, Better defended expansion bases. 0.9.3: Lots of economy changes, AI should work harder to defend airspace, AI will go after enemy mass extractors more, Commander will move to a safe spot in it's base if it isn't doing anything else, lots of other fine tuning. 0.9.2: Water maps should be playable (needs more testing to verify), Czar beam fixed, AI should build more defenses, AI should lay off the T1 and T2 units when in T3. 0.9.1: Fixed 2 bugs, new Nuke behaviors, modified targeting priorities, new Artillery behaviors, factories will tech to T3. 0.9.0: Useless pathing fix, balance changes. 0.8.8: Lag bug fix, more balance and defense changes. 0.8.7: More optimizations, small balance changes. 0.8.6: Fix for low Sim Speed, Balance and Economy changes. 0.8.5: Fix for TMLs not firing, Removed new Cloak/Stealth/Radar features, Fix for Base guards, Fix for stuck engineers, Fix for Commander upgrades, Cheat AIs names are now formatted properly, Platoons will now use formations and attackmove, Balance Changes. 0.8.3: AI will reevaluate targets periodically, AI will use Megalith, Balance changes, Attempt at fixing stuck units involving transports, Bug fix in transport usage. 0.8.2: Fixed Cloak/Stealth/Radar bug. 0.8.1: Fixed bug in unit.lua. 0.8.0: Fixed AI cloak/stealth behavior, updated for aisupport mod support, more balance fixes, other changes I forgot. 0.7.5: Adjusted speed to T3 0.7.3: Typo fixes preventing AI expansion and defense building, fix for unneeded pathing. 0.7: Fixed Commander behaviors, adjusted IBO. 0.6.5: More balance fixes, Engineers will reclaim. 0.6: Balance fixes, T4 Response, Late game T4 groups, code separation. 0.5.2: Fixed a minor bug. 0.5.1: Support for the AI Support Mod. 0.5: More commander behavior fixes, T4s should be fixed, more balance changes and adjustments. 0.4: Really fixed commander behavior, tweaked defenses, hopefully fixed land t4s, ai should use higher tech land more. 0.3: Fixed Commander behaviors, More tweaks. 0.2: Land and Air units will use their stealth/cloak, some more fine tuning of the Sorian AI, Engineers shouldn't abandon projects(I hope), Removed old log messages, Old SC Commander behaviors are back. 0.1: Initial Test Release