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Releases: KJeff01/Cobra

Cobra v1.33

10 Nov 06:23
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Fixes bugs, most from last release.

  • Tweak undefended derrick defenses to allow 1 blocking tile.
  • Always default to HMG tower if returnDefenses() can't find any available defenses.
  • Fix artillery personalities, and artillery groups in general, not attacking when no sensor units are available.
  • Don't let base builders try to finish defenses outside the safe zone of 30 tiles from base.
  • Produce sensors like before v1.32.

Cobra v1.32

10 Nov 01:45
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  • Really defends its derricks again with defenses (was broken for some time).
  • Always produces machinegun units if its primary weapon line isn't available.
  • Attempts to fix long time issue where Cobra kept producing trucks at very early game if they were destroyed repeatedly. Often resulted in very few or no combat units in this situation.
  • Supports T2+ no bases.
  • Always finishes non-defenses no matter how far from base.
  • Initialize Cobra with an enemy target (does not wait until attacked anymore).

Huge update for NTW-like maps.

  • NTW no bases is much improved. Tested super high oil build system on 10-player maps: DA-BDCTW10-v1, DA-mt-ray-v2, DA-julia-10-v1, and DA-oilarena-v1 against BoneCrusher AI (with and without scavengers). It wins sometimes so that is good enough for me.

Cobra v1.31

08 Nov 17:14
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  • Fixes Cobra not researching VTOL pads and basic bomb weapons fast enough despite building VTOL factories.
  • Tweaks to time allowed for researching non-gray bodies.
  • Tweak personality selection code. Allows machinegun personality much more commonly.
  • Don't let Cobra permanently die. The script is put in low perf impact state until it's given trucks and power.
  • Slightly more lenient towards spending power on defending oil derricks.
  • Remove ffa chat option, kinda pointless.

Notable combat changes:

  • Ability to adapt to enemy using cyborgs. Will enable research and production of machineguns and, eventually, lasers, for all personalities.
  • Ability to produce the anti-air weapons it researches, instead of just building AA defenses. This prevents Cobra army from being completely weak to VTOL swarms far from base. And, prevents opposing bots from getting stuck in endless war caused by enemy VTOLs being too common.
  • Ability to produce heavy body VTOLs. 60% Medium list and 40% heavy list. Yes, this includes red bodies.

Cobra v1.30

03 Jul 23:15
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  • Checks when to build the 4th research lab correctly.
  • Allowed to research yellow/blue body after 10 minutes if it has an ally.

Tweaks build logic:

  1. Chance random roll on AA defense building so other base structures get built if enemy has tons of VTOLs.
  2. Always builds the first repair facility as soon as possible.

Cobra v1.29

02 Jul 23:47
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  • Code cleanup and some small changes to build order behavior.
  • Only build cyborg engineer if it has no factory.

Cobra v1.28

29 Jun 18:51
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  • Favored production too much over research.
  • Repair at 2/3 health rather than almost 50%.

Cobra v1.27

29 Jun 18:13
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Improved very early game performance by adding a custom implementation of SemperFi-JS's local eventAttacked retreat behavior. Now capable of beating SemperFi-JS on many more small 1v1 maps (or teamed matches on Rush).

Cobra v1.26

26 Jun 23:00
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Fixes Cobra favoring manufacturing units so much that it essentially barely researches. A few early game research tweaks and using SemperFi-JS's base structure building logic.

Cobra v1.25

25 Jun 20:17
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Compatible with the 3.3 series.

  • Small performance improvements.
  • Better research choices so it does many times better early game compared to previous releases.
  • More manufacturing focused to survive longer, maybe win more.
  • Add a few safety checks to make sure objects are alive.

Cobra v1.24

11 Jan 03:58
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  • Don't halt units if derrick count is low.
  • Attempt to turtle when losing.
  • Use Python body again and slight research changes.
  • Try better power management for building.