Supreme Commander 2

Supreme Commander 2 1.20

Version
1.20
Version Date
Aug. 31, 2010
Links

Patch Notes

Patch 1.20 Pt. 3

AI:
- AI will now use path markers for attack and scouting.
- AI will build additional radar away from its base.
- Magnetron will now look for targets in a radius around itself, rather than the base it is assigned to.
- AI will now build the Cybran Mass Convertor.
- AI will build more than 1 mass convertor, if needed.
- AI will now prioritize getting the Mass Convertor research if it has a high amount of energy stored.
- AI will no longer mass convert when it has enough mass already.
- AI will now build more Pgens when Mass Convertor is researched, rather than waiting for it to be built.
- AI will use the buffer size to check for blocking terrain (via GPNav) before building a structure.
- AI will try not to nuke its own units.
- Improved AI research paths.
- Removed Radar and Vision cheat buffs from the AI.
- Added Naval Neural Net.
- Updated the Neural Net data based on several hundred new simulation sets.
- AI will wait until it has a mass convertor before going nuts with Pgens.
- Land, Balanced, and Rush AIs will put a higher priority on getting an Air factory if they can't reach an enemy by land.
- AI ACUs will no longer build Naval factories. This will be handled by Engineers.
- The AI will once again use the Illuminate Space Temple.
- Adjusted AI platoons to prevent the AI from stalling when hitting unit cap.
- AI can now use Naval units to guard its base.
- Guard base platoons will now guard a wider range.
- AI will build more engineers per expansion base.
- AI will only build up to 10 research facilities.
- AI will take mass fabricators into account when looking at income/spending ratio.
- AI will build Gantries in expansion bases more.
- Improved AI Nuke/Anti-Nuke behavior.
- AI platoons will no longer Jump Jet or Teleport unless at least 75% of the platoon can make the move.
- Platoons that the AI wants to run away will now clear previous commands.
- AI Neural Nets will now check to see if an enemy unit's shield is active when performing threat evaluation.
- AI units will no longer run to deactivated bases.
- AI will now use carriers appropriately again.
- Added a new function to the Platoon class to get a platoons shortest attack range.
- Micro distance is now based on the Platoon's shortest attack range.
- AI will now do a quick pathable check when looking for places to build.
- Engineers will no longer look for things to reclaim or units to repair while attached to another unit.

Known Issues:
- Replays from previous versions will not function with this version.
- Skirmish Save games from previous versions will not function with this version.
- Campaign Save games from previous versions will not function with this version. Campaign progress (unlocks) will still be preserved, however.
- When exiting a multiplayer game or skirmish before victory conditions have been met, there is a 10-second window during which replays will not save. The temporary workaround is to wait 10 seconds before pressing the "save replay" button.