Seite 10 von 16 ErsteErste ... 67891011121314 ... LetzteLetzte
Ergebnis 136 bis 150 von 226

Thema: Zwischenpatches

  1. #136
    Die KI Avatar von AIL
    Registriert seit
    16.12.01
    Ort
    Ilmenau
    Beiträge
    5.480
    * Added return of investment algorithm to production-agent. This shall improve the decision-making about whether and which buildings to build by quite a bit.

    * AI will no longer overreact to aliens and instead try to get along with fewer units.
    * AI now will consider total power more important when deciding what kind of units to build.
    * AI will be smarter about researching armor-technology and a few other techs had their evaluation adjusted aswell.
    * AI now will clear alien-hives much sooner.
    * AI now will play a little less production-oriented and instead do some more research.
    * AIs will generally be slightly less likely to backstab. AIs with low aggression-value like The Ambassadors and Terra Salvum will be much less likely to backstab the victim and more likely to backstab the aggressor.
    * AI now will prioritize rushbuying buildings instead of upgrading units. It will still prefer upgrading over rushbuying units. It will only rushbuy units if it is rather rich and will save some credits for future rushbuying of buildings and upgrades.
    * AI will no longer explore when it is at war and knows the location of at least one city of their enemy.

    * Fixed an issue where the AI would not cancel an attack if it was on a road and need less movement-points to the target than it thougt.
    * Fixed an issue that could happen to AI colonizers when they had to go through fungus to reach their destination.
    * Fixed an issue where AI units would stand outside a sieged city and do nothing if they were too weak to overwhelm the attacking units.
    Angehängte Dateien Angehängte Dateien
    Geändert von AIL (10. Oktober 2015 um 21:36 Uhr)
    Meine KI für "Remnants of the Precurors" (Master of Orion Remake) => https://github.com/Xilmi/Rotp-Fusion/releases
    Meine KI für "UFO: Enemy Unknown" => https://github.com/Xilmi/OpenXcom/releases

  2. #137
    Die KI Avatar von AIL
    Registriert seit
    16.12.01
    Ort
    Ilmenau
    Beiträge
    5.480
    * AI will now remove energy-parks, field-laboratories and construction-bays with much less hesitation when there's more important improvements to build.
    * AI will now aim for 25% of their army as artillery instead of 20%.
    * AI will once again rushbuy units in cities that are under siege.
    * Tweaked how AI values the importance of military to protect their economy.
    * Tweaked the AI's return of investment values for some advancements and buildings.
    * AI will no longer try to match certain percentages of units with certain weapon-types, when it feels those units are no longer useful.
    * AI is now allowed to refit flame-thrower-units into units with other weapon-types.
    * AI is now allowed to refit units with the basic machine-gun or the basic missile-launcher into anything else.
    * AI is now allowed to refit artillery-units into advance-cost-computation-device from whatever device they might have used before.
    * AI now will value trade- and research-pacts more by how profitable they are instead of the relationship with the trade-partner.
    * AI no longer will artificially hate factions with weaker military nor love factions who are not the leader in a victory-condition. They will, however still slowly reduce their standing towards the leader in a victory-condition.
    * AI now has a better feeling about what weapon-types it should use.
    * Faction-aggressiveness now plays a slight role into what industry to science-ratio an AI prefers.
    Angehängte Dateien Angehängte Dateien
    Meine KI für "Remnants of the Precurors" (Master of Orion Remake) => https://github.com/Xilmi/Rotp-Fusion/releases
    Meine KI für "UFO: Enemy Unknown" => https://github.com/Xilmi/OpenXcom/releases

  3. #138
    Registrierter Benutzer Avatar von Teppicommom
    Registriert seit
    22.08.14
    Ort
    in der nördlichsten Stadt Italiens
    Beiträge
    88
    Hiho, es erscheint mir eine halbe Ewigkeit her, als wir uns über Pandora nach dem Turnier unterhalten haben. Ich bin schwer beeindruckt von eurer Arbeit.

  4. #139
    Die KI Avatar von AIL
    Registriert seit
    16.12.01
    Ort
    Ilmenau
    Beiträge
    5.480
    * AI now is able to declare preventive wars in order to have the first strike, if they see a player building up troops at their borders.
    * When the AI analyses who to go to war with, it will now consider a player hated by others as a more valuable target.
    * AI will now delay its first expansion when it sees more aliens then it has military to deal with.
    * AI will now perform desperation-attacks in cities sieged by artillery in order to prevent a scenario of losing a bigger army because a sieging unit cannot be killed without sacrifice.
    * AI will now request retreat when you have 20% of your army on their borders instead of a fixed size.
    * AI now will consider using nukes after doing diplomacy so it can use them in a first strike right after declaring war.
    * Reduced the spread in how many units are considered to be safe between different factions. This makes rushing the Ambassadors a little harder.
    * AI now will calculate the value of the Naval transport-logistics by how much water tiles they have scouted compared to land-tiles.
    * Improved how the AI evaluates the pop-growth-buildings with a formula provided by Hans Lemurson.
    * When considering what weapons to use the AI now considers aliens as much less important than the units of other factions.

    * Fixed an exploit involving the Bantham-flak and refitting by no longer allowing negative cost for refits. Thanks to Hans Lemurson for reporting that!
    * Fixed an issue that could cause the AI to not attack besiegers with their defending artilleries under certain circumstances.
    * Fixed an issue where artilleries that would like to retreat but can't due to being blocked would do nothing instead of attacking.
    Angehängte Dateien Angehängte Dateien
    Meine KI für "Remnants of the Precurors" (Master of Orion Remake) => https://github.com/Xilmi/Rotp-Fusion/releases
    Meine KI für "UFO: Enemy Unknown" => https://github.com/Xilmi/OpenXcom/releases

  5. #140
    Die KI Avatar von AIL
    Registriert seit
    16.12.01
    Ort
    Ilmenau
    Beiträge
    5.480
    Patchlog will follow... needed new version right now for MP ^^
    Angehängte Dateien Angehängte Dateien
    Meine KI für "Remnants of the Precurors" (Master of Orion Remake) => https://github.com/Xilmi/Rotp-Fusion/releases
    Meine KI für "UFO: Enemy Unknown" => https://github.com/Xilmi/OpenXcom/releases

  6. #141
    Die KI Avatar von AIL
    Registriert seit
    16.12.01
    Ort
    Ilmenau
    Beiträge
    5.480
    * Improved AI-tile-improvement-selection.
    * AI is now able to trade tiles between cities in order to stack two boni of the same type.
    * AI will now protect their formers against aliens instead of having them run away and thus cancel their project everytime an alien gets close.
    * AI will now try to avoid wars when they have mostly land-units and have to cross water to get to their targets.
    * AI will now like pop-growth-buildings less when they have issues with overpopulation.
    * AI will now delay the first Colonizer when they feel they have too little units. They will still build Colonization-Fervor though.
    * AI will now avoid working tiles near a border with someone who they have war with.
    * AI will no longer use field-training on units outside of cities.

    (changelog includes the changes for yesterdays version)
    Angehängte Dateien Angehängte Dateien
    Meine KI für "Remnants of the Precurors" (Master of Orion Remake) => https://github.com/Xilmi/Rotp-Fusion/releases
    Meine KI für "UFO: Enemy Unknown" => https://github.com/Xilmi/OpenXcom/releases

  7. #142
    Die KI Avatar von AIL
    Registriert seit
    16.12.01
    Ort
    Ilmenau
    Beiträge
    5.480
    Very few changes this time around... but one of them might be quite important.

    * AI players at war will no longer be purely defensive if they feel too weak but their opponent is involved in more wars then themselves.
    * AI has slightly different algorithm to determine who to make a non-aggression-pact with.

    * Fixed an issue that prevented the Messari from teleporting new units through their portals.
    Angehängte Dateien Angehängte Dateien
    Meine KI für "Remnants of the Precurors" (Master of Orion Remake) => https://github.com/Xilmi/Rotp-Fusion/releases
    Meine KI für "UFO: Enemy Unknown" => https://github.com/Xilmi/OpenXcom/releases

  8. #143
    Die KI Avatar von AIL
    Registriert seit
    16.12.01
    Ort
    Ilmenau
    Beiträge
    5.480
    * Upgrading from one unit-tier to another now takes into account that armor, weapons and devices are more expensive on the higher tier-unit. This resolves an exploit that allowed getting units much cheaper by refitting than it was by buying them.
    * Togra's "Resourceful"-ability has been reworked. It no longer halfes refit-cost. Instead it accounts for 100% of the value of the old components when refitting as compared to the 50% that other factions get.
    * AI will no longer defend their formers when they have less non-ranged-military-units than cities and colonizers.
    * Once having started building a tile-improvement the AI now will finish it instead of reconsidering every turn.

    * Fixed a potential crash when the AI evaluated attacking a unit with no owner.
    * Fixed an issue where the AI would run it's formers from minor threats despite them being sufficiently defended.
    * Fixed an issue where the AI would restart building a tile improvement when it was threatened.
    Angehängte Dateien Angehängte Dateien
    Meine KI für "Remnants of the Precurors" (Master of Orion Remake) => https://github.com/Xilmi/Rotp-Fusion/releases
    Meine KI für "UFO: Enemy Unknown" => https://github.com/Xilmi/OpenXcom/releases

  9. #144
    Die KI Avatar von AIL
    Registriert seit
    16.12.01
    Ort
    Ilmenau
    Beiträge
    5.480
    Notes folgen
    Angehängte Dateien Angehängte Dateien
    Meine KI für "Remnants of the Precurors" (Master of Orion Remake) => https://github.com/Xilmi/Rotp-Fusion/releases
    Meine KI für "UFO: Enemy Unknown" => https://github.com/Xilmi/OpenXcom/releases

  10. #145
    Die KI Avatar von AIL
    Registriert seit
    16.12.01
    Ort
    Ilmenau
    Beiträge
    5.480
    A units contribution to military-score will not drop below 50% of it's original value when the unit is badly damaged. This makes military-score less fluctuative in the early game and should help players and AI alike to properly judge the situation in the Diplomacy-screen.

    AI will now again use the best units for defending during wars rather than weaker ones. This was an attempt to make their wars more scary but it backfired too often.

    AI now will retreat units / cancel an attack earlier when it doesn't seem to work.
    Angehängte Dateien Angehängte Dateien
    Meine KI für "Remnants of the Precurors" (Master of Orion Remake) => https://github.com/Xilmi/Rotp-Fusion/releases
    Meine KI für "UFO: Enemy Unknown" => https://github.com/Xilmi/OpenXcom/releases

  11. #146
    Die KI Avatar von AIL
    Registriert seit
    16.12.01
    Ort
    Ilmenau
    Beiträge
    5.480
    * Military-score now will no longer drop below 50% of what it would be when all units are at full health.
    * AI now is aware of how useful the "Recovery Enhancement System"-Device is as a means to counter artilleries.
    * AI will no longer send units into enemy-territory for nothing else but pillaging improvements.
    * AI will be more careful about attacking units inside of enemy-terriotry.
    * AI now will pillage improvements during a siege of a city.
    * AI now will reposition their units during a siege of a city in order to get to more favourable terrain.
    * AI now is allowed to replace the Enhanced eXperience Processor with something else when refitting units.
    * AI now will once again prefer their strongest units to defend their cities.

    * Fixed an issue where the AI would come to wrong results about how valueable morale-boosting buildings are in a city with takeover-migration.
    Angehängte Dateien Angehängte Dateien
    Meine KI für "Remnants of the Precurors" (Master of Orion Remake) => https://github.com/Xilmi/Rotp-Fusion/releases
    Meine KI für "UFO: Enemy Unknown" => https://github.com/Xilmi/OpenXcom/releases

  12. #147
    Die KI Avatar von AIL
    Registriert seit
    16.12.01
    Ort
    Ilmenau
    Beiträge
    5.480
    Units in cities that are being sieged by someone should not consider attacking targets elsewhere that are not part of the siege.
    Angehängte Dateien Angehängte Dateien
    Meine KI für "Remnants of the Precurors" (Master of Orion Remake) => https://github.com/Xilmi/Rotp-Fusion/releases
    Meine KI für "UFO: Enemy Unknown" => https://github.com/Xilmi/OpenXcom/releases

  13. #148
    Die KI Avatar von AIL
    Registriert seit
    16.12.01
    Ort
    Ilmenau
    Beiträge
    5.480
    AI shall now gather troops in one location to be better prepared for wars.
    (among some small other things I'll mention when I have more time)
    Angehängte Dateien Angehängte Dateien
    Meine KI für "Remnants of the Precurors" (Master of Orion Remake) => https://github.com/Xilmi/Rotp-Fusion/releases
    Meine KI für "UFO: Enemy Unknown" => https://github.com/Xilmi/OpenXcom/releases

  14. #149
    Die KI Avatar von AIL
    Registriert seit
    16.12.01
    Ort
    Ilmenau
    Beiträge
    5.480
    * AI will now always prioritize construction-bays and field-laboratories lower than mines on a hill.
    * AI will now consider the quality of a city-location more important than the proximity.
    * AI will now concentrate more on buildings when it doesn't have contact with another faction yet.
    * AI willingness to build fungus-advancements is no longer tied to how many miners it currently has.
    * AI will now aim for about 1/7th of their army as artilleries instead of 1/4th.
    * AI will now be more adaptive with their worker-to-scientist-ratio. In average this should result in more production and less science.
    * AI shall treat their artilleries with more care and only bring them to a battle where their conventional troops have the upper hand.
    * AI should be more sane about war-declarations on units passing by their borders.
    * AI shall now gather the majority of their troops in a city closer to the border during peace.
    * AI will no longer use so many units for scouting as this made them more susceptible for surprise-attacks.
    * AI will be more aggressive against aliens.

    * Fixed an issue where the AI would calculate the value of armor on artilleries incorrectly.
    * Fixed a rare possible crash in city-sorting.
    * Fixed an issue where the AI would downgrade the armor of a unit while refitting it.
    Angehängte Dateien Angehängte Dateien
    Meine KI für "Remnants of the Precurors" (Master of Orion Remake) => https://github.com/Xilmi/Rotp-Fusion/releases
    Meine KI für "UFO: Enemy Unknown" => https://github.com/Xilmi/OpenXcom/releases

  15. #150
    Die KI Avatar von AIL
    Registriert seit
    16.12.01
    Ort
    Ilmenau
    Beiträge
    5.480
    * Trade- and Research-pact-income now scales with how happy your population is compared to the rest of the world. This results in higher income on lower difficulty-levels, lower income on higher difficulty-levels and no change on medium difficulty-level. The same factor is applied to the income of the Ambassadors' faction-bonus.
    * AI will build more units in their well developed cities at the expense of developing new cities slighlty slower.
    * The amount of credits the AI saves for emergencies now will be roughly the same independently of how many players are in the game.
    * AI will now consider Mineral- and Food-buildings more important when these resources are rare.
    * Slightly improved when the AI builds certain Advancements like Fungus Cultivation and some of the later advancements of each era.
    * AI will now gather their troops at the city closest to the faction with the strongest army instead of the city closest to the faction which is closest in general.
    * AI will be harder to convince to sign trade- and research-pacts when their people are much happier than yours.
    * AI will not start hating a faction for being ahead in military-victory-progress before their population is twice as high as the average. This will prevent you from always being hated by everyone when playing Solar Dynasty.
    * AI will not apply the minimum level requirements for refitting a unit to formers anymore.

    * Fixed an exploit that allowed building population-growth when you had no minerals.
    * Fixed an exploit that allowed to harvest the same tile with several formers by using remote-autonomous-harvesting as a command to the whole stack. The option will not be available unless there's only one former on the tile.
    Angehängte Dateien Angehängte Dateien
    Meine KI für "Remnants of the Precurors" (Master of Orion Remake) => https://github.com/Xilmi/Rotp-Fusion/releases
    Meine KI für "UFO: Enemy Unknown" => https://github.com/Xilmi/OpenXcom/releases

Seite 10 von 16 ErsteErste ... 67891011121314 ... LetzteLetzte

Berechtigungen

  • Neue Themen erstellen: Nein
  • Themen beantworten: Nein
  • Anhänge hochladen: Nein
  • Beiträge bearbeiten: Nein
  •