(Catching up to the present in the update chain... Please wait)
TACtical AI Update Version - 1.9.1 - Chase Invaders
NEW:
Strategic AI
+ Unloaded enemy bases no longer completely ignore the player's existence... Keep your bases and Techs well defended!
(They do not attack player bases that are away from the player)
+ Pushed 2 Community Techs into the Raw Techs population - This includes RR Techs. The next update will hopefully be the bulk addition wave.
+ Aircraft with ramming AI (GeoCorp AI Module && some other flight-capable AI) now can ram targets - Use this to make Tech Missiles
+ Above altitude 500, only deadly enemy Spaceships will spawn. Take this into account when building a high-altitude Tech or Orbital Assault platform - you will now certainly need more guns facing other directions than just down.
+ Improved support for future mods
Changes:
+ Fixed MP Netcode to properly support RTS commanding from non-host clients - This is a very heavy work in progress so PLEASE report any bugs you experience in multiplayer!
+ Unloaded enemy bases no longer multiply rapidly like rabbits when left unattended when "Enemies Have Unlimited Parts" is enabled
+ Fixed some Custom Corp support matters
- The mod now supports both custom corp Techs and custom corp bases. This will be hooked up to the Custom Missions mod in the works to eventually allow Custom Corp mission trees and whatnot and thus, respectable independent grades for each custom corp if they wish.
- Removed OP BMBs from ErrorTech as it was happening too frequently at early grades (and is still being resolved) This is caused by the Custom Corp support issues which most have been solved, but some still persist.
FIXES:
+ Fixed LAAARGE Aircraft rolling upside down and likely crashing after trying to gain distance for another attack run against a grounded target
+ Fixed early-game enemies not being combat-competent
+ Fixed Enemy Base Expansions setting not saving on option change
+ Fixed a critical error in enemy bases spawning ErrorTech too frequently
+ Fixed allied AI not reacting correctly to Tech team changes
+ Fixed BF AI Module not being able to effectively self-repair
+ Fixed Tank AI obstacle avoidance not being re-enabled while in combat
+ Fixed Tank AI using boosters regardless of booster direction or obstacle presence
+ Fixed the Space AI driving the wrong way when the cab was not aligned with the radar arrow
+ Fixed Ship AI trying to calculate pathfinding based on impossible numbers
+ Fixed MP log becoming flooded with errors caused by an oversight in MP code (the rest is mostly Vanilla)
+ Reduced spacebar spam of the Space AI when moving slowly