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Releases: KJeff01/Cobra

Cobra v1.43

04 Oct 23:03
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  • Make rocket personality research rockets more (and not go crazy trying to get mortar research for Ripple Rocket).
  • Prevent Cobra from randomly giving the player power. Will still do so for other bot buddies.
  • Check if the beacon zone has enemies to stay in it.
  • Make VTOL research more common, at least in team games.
  • Switch the beacon behavior to off on low/medium oil and on by default for high+ oil.
  • Let cannon personality use mortars and not just howitzers.

Cobra v1.42

27 Aug 01:25
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  • Change up weapon extra technology research order and other research path tweaks.
  • Fix a potential break in NTW-like map generator module building (delaying power module builds after saveload).
  • Remove the feckless laser personality. The machinegun personality can absorb its purpose.
  • Tweak in-game popup description so it doesn't sound like it's a team-mode only bot.
  • Get modules faster on NTW-like maps.
  • Improvements to scavenger fighting logic. Should be more brave now.
  • Allow lassat to hit more than just factory structures.
  • Rocket personalities can manufacture the deadly Sunburst AA VTOL, Bunker Buster tanks, and Bunker Buster VTOLs. All of which have a small chance of appearing and acting like other Cobra units do.

Bring back beacon functionality. Now includes:

  • Ability for Cobra to drop a beacon to it's friends and, if Cobra AI, they will scout the beacon area, at random, with a 15 tile radius. Triggered via enemy coming close to Cobra base areas.
  • VTOLs can circle around a beacon.
  • Enemy VTOLs will trigger only units that can hit air units to move towards the beacon for a time.
  • Basic defense code warranted a look, and fix, of Cobra's base area code.
  • Chat command "toggle beacon" can toggle the beacon specific logic which is enabled by default.
  • Because it counts it's own beacon, Cobra now has rudimentary base defense tactics that mimic the above few points and apply in 1v1 situations.

Beacon tactics allow for piling up huge amounts of Cobra AI units and allows human/AI players to direct a massive amount of units to a single area for a time. This may be abused to some unknown extent or be completely terrible for the bot. Lets see.

Cobra v1.41

10 May 18:27
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Fix cache issue resulting in sometimes incorrect results being returned if two cached functions are called in the same function.

Cobra v1.40

07 May 17:26
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  • Focus on weapons over damage/rof/other upgrades for weapons.
  • Fixes building a defense at recently built derricks.
  • Limits some personalities from showing up in 1v1 (mortar and flamer ones).

Cobra v1.39

21 Apr 18:24
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Removes power cap on factory counts and tweaks to body choice times again.

Other than that just small changes.

Cobra v1.38

13 Mar 15:36
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  • Fix NTW maps where trucks could stall factories if at the limit.

  • Increase retreat vision and makes it moddable.

  • Attempt to make the flamer personality better (still the weakest).

  • Fixes detection of enemies in base so units will focus on the attacking player.

  • Bumped up alloy research chances.

  • Fixed VTOL research so Thermite is obtained faster.

  • Finally has a decent ability to design small, medium, and large bodies. Mostly small/medium at the beginning and then switches to medium/large later on.

  • Personalities are chosen differently and now designed so certain personalities can be more common rather than being reliant on arcane base and game settings to influence the decision.

  • Much better T2+ build/production choices than before.

Cobra v1.37

25 Nov 22:48
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  • Checks retreat slightly faster.
  • Experiment with recycling trucks only when Cobra has enough combat units. This should, hypothetically, help fix cases where the bot mass recycles and spends too much early game resources rebuilding expensive hover trucks, which can be especially bad if it doesn't have a fair amount of combat units.
  • System units have access to all bodies be it light, medium, or heavy. Likewise, tanks can use light/medium bodies more under time conditions and during specific game settings.
  • Tank and cyborg attacking function has better average performance.
  • Dynamic grouping when units are attacked are more aggressive for personalities with an offense research pathway.

Cobra v1.36

23 Nov 16:34
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  • Remove debug code

  • Defend derricks more on low/medium oil maps compared to high/extreme.

  • Allow more max blocking tiles when protecting derricks, helps prevent endless defense around derricks that can't be built close to otherwise.

  • Don't turtle in base anymore. Move that to random derricks far from base (bases have more open space now on higher oil maps).

  • Pick defenses so that HMG tower is less likely to be chosen if there isn't one of the standard or artillery defenses available.

  • Check surrounding ally count for retreat behavior, instead of just its own units.

  • Lower repair threshold on high/extreme oil maps. Ignores repair completely if over 100 units.

  • Fix case where VTOL factories don't upgrade if the max amount was built (isStructureAvailable() checks build limits).

  • Build more VTOL pads.

  • Always research the first AA defense as soon as VTOL propulsion is available like what was previously done with pads.

  • Flamer personality (AR) now does an offense based research path.

  • More tweaks to high/extreme oil map build order.

  • Workaround a bug in pickStructureLocation() by offsetting the base structure build locations by up to 3 tiles.
    This allows Cobra to not get stuck on, for example, Startup position 0 anymore.

  • Builds another truck group on high/extreme oil maps to mostly build the modules or finish structures.

Cobra v1.35

12 Nov 23:11
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Hotfix release for recently introduced bad behavior that made non-oil getting trucks move to help build defenses.

Cobra v1.34

12 Nov 20:08
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  • Broken base area calculation. Would attack enemies it shouldn't because the bugged base area was huge.
  • Get Black/Red bodies faster.
  • Reduce distance safe zone for unfinished defenses down to 20 instead of 30.
  • At least research cyborg metals 3 for all personalities. Ones without super cyborgs would have no research or just the first for a long time.
  • Prioritize hover research more when on hover maps.
  • Use componentAvailable() over Cobra's isDesignable() since makeTemplate() is bugged in 3.3.0.
  • Hopefully slightly better no-bases super high oil game build order.

This release brings an interesting experiment:

  • Ability to produce Nexus turrets.