Patch 1.12 is live

Finally, I think the AI will look the same on your machine as it does on mine. The bug that was causing the AI to repeatedly build things from factories was just a stupid little thing that was hard to track down, mainly because it would only happen in retail.

For those of you who do not know, there are 3 possible builds of the game. If we want to be able to break into the code as it is running and see things like variable values and such, we make a Debug build. For most everything else we make a Release build. Release builds still have some debug info and also allow us to insert assertions for really strange behavior to let someone know that something that should never happen in the game just happened. Retail builds are what actually ships. These builds take a lot longer to make, which is the main reason devs use Release builds.

So, when I went to test the reported issue of AIs building massive amounts of transports, I, of course, tested on a Release build. That is why I couldn't reproduce the bug. It wasn't until I played a game with my brother-in-law that I saw the bug for the first time. This is what led me to believe it was a Retail only issue. Now, thanks to patch 1.12, it should finally be fixed. It even gave me an opportunity to fix some other issues as well.

Is the AI done? The AI is never done! I still have a list of things I would like to work on, if given the opportunity. We'll see what happens.

Patch notes for 1.12:

New Features:

  • Added a warning dialog when a player accesses multiplayer with modified data
  • Adjusted exploit handling for research during game initialization
  • Adjusted exploit handling for hotkey-triggered commands
  • Land AI will default to Air factories faster on non land maps
  • AI will build units from factories that are outside its primary base radius
  • AI platoons will loiter less and instead attempt to move to the best possible place to do damage
  • The starting base locations will now generate less econ threat to the AI causing the AI to more aggressively target buildings outside the starting base locations
  • The AI will more quickly respond to attrition, and retreat appropriately

Fixes:

  • Fixed a potential crash encountered when entering the game summary screen with an AI present
  • Fixed an issue where the AI could repeatedly queue the same unit (especially transports)
  • Cybran AI will now properly research naval walking

Video blog #9 is up

Kings and Castles video blog #9 is up for viewing. It has some nice video of the dragon in action and some beautiful landscape shots. Check it out here: http://gaspowered.com/kingsandcastles/video-blog-9/

Ranked patch is live, AI delayed

The ranked patch for Supreme Commander 2 went live about an hour ago. The AI didn't get enough testing to go into this patch, but I am hopeful for the next one. This is by no means a guarantee, just a hope from someone who is looking forward to a good old comp stomp.

Ranked isn't the the only thing that made it into this patch (which should give you an idea why the AI was delayed). From http://store.steampowered.com/news/3685/

New Features

  • Ranked 1v1 System!
  • Ranked Challenge System
  • Unranked Quickmatch
  • Map Pings - Added three different kinds of map pings for team play. F5 issues a generic alert to your teammate at a specific location, and it appears as a yellow arrow when zoomed in and a yellow animated ping indicator in strategic mode. F6 is a Move ping, and it uses a blue indicator. F7 is Attack ping, and it uses a red indicator. Color coded arrows will appear on each edge of the screen where your teammate has placed one of these for you to view
  • Multi-player lobby ready-up checkboxes will now "uncheck" any time a host changes the settings
  • Changes to multi-player lobby exclusions, game-type, etc. will show up in the multi-player lobby chat box when the host makes changes
  • Voice icons display next to each player in the multi-player lobby allowing the user to mute individual players
  • Menu version number รข€“ The game now displays a version number on the Main Menu. The versioning has been adjusted at this update to 1.10 to accommodate future updates
  • AI now starts as a random faction

Fixes
  • Cheating fix: Closed a loophole in the code that allowed some players to enable limited cheats
  • Fixed rare crash if player gets kicked out of the lobby and submits chat text
  • Fixed rare crash when player hits the enter key in the Skirmish menu
  • Fixed replacing ready kicked player with AI causes the AI options to be locked
  • Fixed inability to join DLC map games if you don't have the pack as a client

Tuning and Balance
  • UEF Assault Bot Research cost decreased from 4 to 3.
  • Cybran Battleship Range reduced from 128 to 115.
  • Cybran Destroyer Energy cost increased from 500 to 650.
  • ACU Training bonus reduced to +25% per level.
  • Soul Ripper II Anti-Air Damage reduced by 50%.
  • King Kripter, Colossus and Cybranasaurus-Rex Health and Damage increased by 35%.
  • Cybranasaurus-Rex Range increased from 22 to 32.
  • Wilfindja Speed increased from 3.6 to 4.6.
  • Gantry build time reduced from 120 to 100 seconds.
  • Pulinsmash weapon range increased from 50 to 100.
  • Darkenoid Health increased from 20,000 to 27,500.
  • AC-1000 primary weapon damage blast radius increased from 1.5 to 3.
  • Cybran Air Rate of Fire boost Research cost increased from 3 to 5.
  • Bodaboom Health boost increased from +20% to +30%. Aura radius increased from 20 to 30. Added a +200% regeneration bonus.
  • ACUs are now repaired 150% slower.
  • Increasing ACU storage size to 15.
  • UEF Submarine weapon range increased by 50%. Movement speed reduced from 6 to 5.25.
  • Structure bubble shields now take twice as long to come back online.
  • Anti-Air Tower damage increased by 25%.
  • ACUs and Engineers now get a Sonar range equivalent to their Radar range.
  • ACU/Escape Pod Experience value increased to 7500.
  • Gantry Experience value decreased to 1250.
  • UEF/Illuminate Mass Convertor Experience value increased to 750.
  • UEF/Illuminate Mobile Anti-Air Experience value decreased to 100.
  • Fighter/Bomber Experience value decreased to 250.
  • Transport Experience value increased to 750.
  • UEF Fighter & Bomber Experience value decreased to 200.
  • UEF/Cybran Battleship Experience value increased to 1500.
  • Cybran Destroyer Experience value increased to 750.
  • UEF Submarine Experience value decreased to 150.
  • King Kriptor, Universal Colossus, Cybranasaurus Rex and Pulinsmash Experience value reduced to 3000.
  • Cybran Intel Add-on Vision radius is now correctly set to 75.
  • Fixed an issue with Cybran tactical missiles that prevented them from hitting a target if it was really far away.
  • Illuminate ACU Teleport time reduced from 10 to 6 seconds

More good things to come.

On to Kings and Castles

Work on AI updates for Supreme Commander 2 has officially stopped, unless something breaks. I have now been moved to Kings and Castles to do the work on the AI for that game. I am really excited. I am like a kid in a candy store that has been told I can have anything I want, and as much as I want, for no charge. This AI isn't exactly a blank canvas, but it is blank enough. Besides, the parts that aren't blank are the basic systems that I probably wouldn't change much about anyway.

I was able to make quite a few more improvements to the SupCom 2 AI before work halted on it. So far, the feedback from the people who have tested it is the Hard AI is challenging and fun. Hopefully the majority of players agree. It will absolutely destroy the AI mods that exists, which is unfortunate, but I also added some more stuff for the modders to play with, so hopefully it evens out.

I still have a nice long list of things I want to add to the SupCom 2 AI (my whiteboard is almost full) and I hope I get an opportunity to implement at least of few of the major ones. If not, you will definitely get to see them in Kings and Castles. The beauty of doing the Kings and Castles AI is the framework is already there. I will (and have already started) have to update a few things to work with the new game, but the majority of the framework can remain unchanged. This will, theoretically, give me more time to do other cool stuff with the AI.


The AI patch for SupCom 2 is tentatively scheduled for later this week (according to the post here: http://forums.steampowered.com/forums/showthread.php?t=1211680). Now, that is by no means definite, but I am hopeful. I have comp stomps waiting.