Supreme Commander 2

Supreme Commander 2 1.11

Version
1.11
Version Date
April 15, 2010
Links

Patch Notes

Patch 1.11 AI Improvements

• The AI will no longer get stuck in its startup build sequence if rushed or if there are build restrictions in place.
• The AI will choose an appropriate archetype based on unit restrictions.
• If a unit type is restricted the AI will act as though the unit does not exist in the game.
• AI will now group units based on their target enemy's threat.
• AI will now group experimentals based on their target enemy's threat.
• If the victory condition is Assassination we are artificially inflating the Neural Net data to make attacking the ACU more desirable for both Land and Air units.
• AI can now respond to being attacked my Nukes or Artillery, even if it cannot see where it is coming from.
• Fixed a bug where threat build conditions were not being used.
• The AI should no longer attempt to send attack platoons to unpathable areas.
• The AI will hold back units until it thinks it has enough to make a push based on defensive intelligence.
• Fixed an issue where the AI would constantly pull units back to attack an expansion base instead of pushing forward.
• The AI will no longer build more than 3 transports unless it has land units and it is not a land map.
• Added AI response to make a land AI get land unit AA upgrades if the enemy has air units.
• The Naval AI will not build more than 3 subs unless the enemy has Naval.
• If Research is disabled the AI will not build research facilities.
• The AI will add a small amount of threat to all enemy start locations so it knows where to find them.
• Platoons will try to only attack areas where they think they can do enough damage before dying.
• The AI will react to enemy TML, artillery, or Experimentals by building more shields and placing them closer together.
• The AI should send a more appropriate number of units based on enemy threat.
• AI will build and use Mass Convertors.
• If the closest enemy to the AI is a lot weaker than the other enemies the AI will focus on the weak enemy.
• The AI's air units will wait longer before re-evaluating which target to attack.
• The AI's NUC will now check for pathability before firing units.
• The AI's Nuke Launcher will now check for pathability before firing.
• You can now select which AI type you would like to play against from the dropdown in the game lobby (random is still an option).
• AI will build factory shield upgrades more often, not just when the enemy has air.
• Factory upgrades now have a threat value.
• AI should react better to an enemy having nukes.
• AI will not build research stations if it already has everything researched.
• AI will not build a mass convertor until it has enough energy to convert.
• Added bigger Air and Land platoons.
• When a build item has a resource type of All the AI will use Slush first.
• Added build conditions to check for current target enemy threat.
• AI air scout platoons will now path around threat as much as possible.
• Mass convertor research is now a higher priority for the Turtle AI.
• Changed some threat evaluation when deciding where to attack.
• AI will build fewer MMLs and Mobile Artillery.
• Added a new function to store the victory condition for the AI.
• When an AI unit dies it will add threat to the instigator's location to warn other units.
• Added some anti-turtle measures.
• Fix for units that were built outside of the AIs base not being used.
• Fix for AI not using its full base radius.
• Land AIs on Island maps should build Air factories to build transports.
• AI should send platoons when it is at unit cap, no matter what.
• AI will space out naval factories more to prevent blockage.