Planetary Annihilation: TITANS - Dev Team
Our first stretch goal on Kickstarter has been unlocked - Industrial Annihilation will have an original soundtrack, and those who pledge at the Digital Deluxe Edition or above will receive this brand new music inspired by the Annihilation universe.

We are less than $50,000 away from additional Custom Kickstarter Commander Skins - let’s keep the excitement going and unlock more stretch goals, with plenty of big surprises yet to be revealed!

Planetary Annihilation: TITANS - Dev Team
Check out an early glimpse of a factory base and combat in Industrial Annihilation, and be sure to head on over to Kickstarter for more info on how you can support the game and grab exclusive swag!

https://kickstarter.com/projects/indannihilation/industrial-annihilation



If you want more information on what you're seeing or have questions, the best place to go is our Discord: https://discord.gg/indann
Planetary Annihilation: TITANS - Dev Team
The entire dev team at Galactic Annihilation Inc. is excited to announce that we’ve kicked off a special Kickstarter campaign for our upcoming game, Industrial Annihilation!


Be sure to check out the Kickstarter page and all of the incredible rewards: https://www.kickstarter.com/projects/indannihilation/133016859

The next major game in the Planetary Annihilation universe, Industrial Annihilation combines the iconic real-time strategy of the beloved Annihilation games with deep factory-building to deliver a blend of genres unlike any you’ve experienced before.

As an independent developer and self-publisher, we are pouring everything that we have into this project, so your support means the world to us.

Our community's passion for our game inspired this Kickstarter campaign, giving everyone a chance to support us and score unique perks like exclusive physical swag.
Planetary Annihilation: TITANS - Dev Team
Greetings Commanders!

There is a great shift in the Galactic Struggle for supremacy. The playing field has been leveled; competitive ranks have been reset! Not only that, but the battlegrounds you will fight over have been greatly expanded, there is more variety than ever before in the 1v1 ranked galaxy. Jump in now and start battling for the top ranks!



But wait, there's more! The Planetary Annihilation Consultants team have been hard at work on balance tweaks, bug fixes, UI improvements AND a brand new unit; a T2 Advanced Radar Jammer structure! It looks beautiful on the battlefield. Such a pity your opponents won't be able to see it before it's too late as it masks your devastating attacks!

You can find the full list of patch notes below.

Happy Annihilating!


Special Thanks:

Jamming Station unit, and other unit model fixes:
Anonymous, Billthebluebot, Taiga

Bug Fixing:
Ferretmaster, billthebluebot, Nik, Luther, Dreadnought

UI Improvements:
Ferretmaster


CHANGELOG

General

- NEW UNIT: `Radar Jamming Station` T2 structure, constructed by Advanced Fabricators added to the game.



- Expanded Ranked map pool to include 56 maps (currently 15)

- Increased maximum number of spectators from 3 to 5

- The changes included in the AI Bugfixes and Enhancements have been added to the base game; the mod is no longer installed by default.


UI

- Added 18 new player colors.
- Adjusted some existing colors to improve readability.
- Removed "web browser" button from the main menu
- Added "System Name" field to the lobby browser



Balance

Commander
- Build range increased from 30 to 45
- Commander torpedoes have higher initial velocity (75 -> 100) when fired from land.
- Added `WL_WaterSurface` to the target layers of `base_commander_tool_weapon`
- Commander’s main cannon no longer works when submerged
- Main cannon ammo `flight_type` changed from `Ballistic` to `Seeking`
- Main cannon ammo `turn_rate` reduced from 180 to 30,
- Main cannon ammo `lifetime` reduced from 2 to 1.25
- Main cannon `spread_fire` added to all all cosmetic variations and will now work correctly

The commander received several quality of life changes that make it more reliable, especially around bodies of water. It will now be much better at retaking shorelines from T1 naval units, and its primary cannon will not miss as often as it used to. Finally, the extra build range will help decrease the time spent walking around and put it in line with other fabricators

Naval

- Kaiju
- Kaiju can now use teleporters
- Fixed minor model bug



- Stingray
- Added energy consumption at 150 per second
- `energy_efficiency_requirement` added and set to 0.9
- anti drop projectile `max_velocity` increased from 200 to 400
- radar and underwater radar now require energy to operate

Similarly to other mobile units that have radar, Stingrays will now consume power to use it.

- Barnacle
- `auto_reclaim` set to `true`
- `move_speed` increased from 12 to 14
- updated description to note auto reclaim of wreckages

Despite being the only mine-laying and mine-detection naval unit, Barnacles don’t see much use. This change aims to make them more in-line with how Mends work as an easy to access source of reclaim



Air

- Angel
- Metal cost reduced from 5000 to 4000
- Fixed wrong tool muzzle and bone assignments
- Fixed minor graphic errors with the unit model
- `UNITTYPE_Offense` tag added

Angels are currently rarely seen on the battlefield despite their unique abilities and exceptional reclaim rate. This change will allow you to produce them a lot earlier in the round to use as a support unit for other T2 Air units.

- Hornet
- `yaw_range` increased from 30 to 120
- `aggressive_distance` increased from 180 to 250
- `attack_range_frac` added and set to 1.05

Hornets walk a thin line between being unusable or overpowered. This update allows them to use their full range and also to shoot back at targets while gliding away, making it a bit easier to avoid some mobile AA. At the same time their low rate of fire and vulnerability to Gill-Es and Hummingbirds should keep them from dominating the skies.

- Bumblebee
- changed `guard_layer` from "WL_AnySurface" to "WL_AnyLayer"

- Wyrm
- Changed `guard_layer` from "WL_AnySurface" to "WL_AnyLayer"

While Bumblebees and Wyrms can attack submarines, they previously didn’t do that automatically. That problem is now fixed.

- Kestrel
- Health increased from 250 to 300

The Kestrel is intended to be a raiding unit, however it’s outclassed by the Horsefly in almost every way. This HP increase will make it easier to build up a critical mass large enough to take out expansions and small raiding parties with some Anti-Air.

Vehicles

- Vanguard
- Added energy consumption at 150 per second
- Removed radar jamming
- updated description to reflect removed jamming
-`energy_efficiency_requirement` added and set to 0.9

With the introduction of the Jamming Structure, jamming has been removed from Vanguards. Vanguard drops were too good at sneaking up on players as jamming would hide escorting air forces from detection. Now they will still be high-reward if they land, but the risk of getting shot down in time will also increase.

- Skitter
- Added a dummy tool that prevents the unit from rushing up close to enemy units when A-Moved
- Added Attack Order to enable A-Move behavior

Quality of life change prevents Skitters from running into enemy units. The skitter does not have an actual weapon.

- Leveler
- Splash damage removed
- Fixed minor model bug with the gun barrels clipping through the box

Levelers that lack sufficient support are supposed to be vulnerable to swarm attacks by units such as Dox and Boombot, the area of effect damage they do reverses that dynamic in the mid and late game and so was removed. This aims to address the dominance of Leveler armies in the late game.

- Stryker
- Updated texture to a higher resolution one

Bots

- Spark
- Added `maintain_priority_target` and set it to `false`

This change removes the bug where if a spark was given a target, it would never forget that target and hold fire forever, even if it received new move orders. Sparks will now only hold fire if the last command they received was a direct attack order.

- Grenadier
- Damage increased from 40 to 60

The Grenadier has been somewhat weak and difficult to justify adding it to an army. As a result, gameplay based around building turrets all over the map has become very common and difficult to deal with. This change will make Grenadiers take out stationary targets much faster and they should feel more threatening against slower units like T2 vehicles and Commanders.

- Boombot

- Vision range increased from 20 to 25
- `break` increased from -1 to 400
- `no_busy_auto_attack` set to `false`
- Added `maintain_priority_target` and set it to `false`
- Added `ammo_capacity` and set to 1
- Added `ammo_demand` and set to 10
- Added `ammo_per_shot` and set to 1
- Added `ammo_source` and set to `energy`

Boombots are the favorite unit of many players, and while they are great at sniping fabs and commanders, they have been nowhere near as useful against armies. These changes improve the Boom’s handling and will also enable them to immediately detonate when they come in contact with a unit. Booms will only hold fire if they are given an attack order or if they are set to the “Hold Fire” stance.

- Stinger
- Health reduced from 130 to 55
- Damage reduced from 15 to 10
- Fire rate increased from 1.0 to 1.5
- Updated model

Since their release, Stingers have had excessively high HP. Combined with their speed, they have become very difficult to kill with Bumblebees, which are supposed to be the main counter to T1 bots. These changes do two things: Stingers kill Icarus slightly faster, and when left without micro, they will die to bombers more reliably

- Colonel
- Build range increased from 30 to 45

The colonel build range increase makes it a bit more flexible and sets it in line with other fabricators

- Slammer
- Modified `assault_bot_adv_tool_torepdo_weapon` to fire different types of torpedoes depending on where the slammer is standing (land/seafloor)
- Added `assault_bot_adv_torpedo_ammo_water.json` and `assault_bot_adv_ammo_land.json` where the land one has 100 initial velocity instead of 75
- increased slammer torpedo turn rate from 120 to 150

Slammers will now be able to use their torpedo weapon effectively from the surface, making them much more capable of retaking shorelines.

Structures

- Unit Cannon
- Metal Cost reduced from 6800 to 5600
- Increased maximum capacity from 12 to 16
- `factory_cooldown_time` reduced from 3 to 2
- `wait_to_rolloff_time` reduced from 3 to 2
- `initial_velocity` increased from 150 to 250
- `initial_velocity` increased from 150 to 250
- `release_payload_on_impact:` added and set to true for all stages of the pod's lifetime


The Unit Canon (UC) is one of the coolest structures in the game, but its current stats and cost make it a very niche ultra-late game option that is overshadowed by other invasion tools such as making teleporters with orbital fabs or sending a Helios.
These buffs have 3 major goals: First, to make the UC viable much earlier in the match. Second, the speed increase of the unit pods only applies to firing a UC at the same planet. This means it will be harder to respond to an un-scouted UC volley with ground forces. Lastly, the increased number of units and the decreased cooldown will make the UC’s efficiency at creating an army a little bit closer to that of regular T2 factories.

- Energy Storage
- Health reduced from 7500 to 3500

- Metal Storage
- Health reduced from 7500 to 3500

Storages have always had a combination of extremely high HP and very low cost so would often be the lowest priority target when attacking a base. It would just take too long to destroy and could easily be rebuilt in seconds somewhere else. This change aims to make them a more attractive target for snipes while still keeping them reasonably durable.

- Umbrella
- Anti-drop projectile `max_velocity` increased from 200 to 400

- Catapult
- Anti-drop projectile `max_velocity` increased from 200 to 400

- Bluehawk
- Anti-drop projectile `max_velocity` increased from 200 to 400

In order to match the increased velocity of the Unit Cannon’s drop pods, all anti-drop weapons have received a speed increase.

- Ragnarok
- Updated model

- Orbital Launcher
- Updated model

Orbital

- Hermes
- `energy_efficiency_requirement` removed
- Vision no longer requires energy to operate

Hermes were generally outclassed by AKRYD radar satellites and were the only mobile unit that required energy to have vision. Now they will be a lot more useful as a cheap and reliable scout

- Artemis
- Updated model and texture

Bugfix

- Galactic War tech not being applied to spawned units e.g. Dox from the Lob
- Uber Orbital assigned the wrong personality

- Added a dummy tool that prevents Skitters from rushing into enemy units when A-Moved
- Changed Spark behavior so that can now properly re-acquire targets

- Correct Air Fabricator `unit_types`
- Hornet `aggressive_distance` and `attack_range_frac` increased to enable them to use all their range

- Fixed a bug where the commanders main cannon would often miss shots
- Fixed a bug where the commanders would not fire at surface ships unless it was also submerged. Now commanders will fire both their torpedo and main canon from shores
- Commander main canon will no longer fire when the commander is submerged
- Slammers will now attempt to fire their torpedoes from shores

- Fixed a bug where Unit Cannon pods would not deploy if shot too close to the Unit Cannon itself
- Remove Use command from the Orbital Fabrication Bot as it can't use it

- Fixed a bug with 16 commanders where their primary/secondary colors would glitch
- Fixed a number of model and texture bugs

- Temporary changes to several units to mitigate an existing bug related to area of effect weapons and trees
- Spark ammo `lifetime` decreased 1 -> 0.5
- Vanguard ammo `lifetime` decreased 1 -> 0.55
- Commander Uber Cannon ammo `lifetime` decreased 5 -> 1.2

AI

- Ensure the AI always has access to the Stinger
- Add minimum threat requirement to titan builds
- Build land titans
- Transfer Kaiju between planets
- AI will build Radar Jamming Stations.
- AI's placement of Radars updated to accommodate Radar Jamming Stations
- Update Queller AI to v5.25.0
- Uber 1v1 starts with a bot factory
- Reduce the amount of orbital defense Uber will produce at one time
- Uber avoids over-investing in anti-orbital defense
- Uber's Commander more willing to contribute towards energy production
- Added Uber Platoon which uses less armies but more units in each army
- Changed how Uber counts fabbers for teching
- All difficulties build land titans
- Fixed Uber producing Imperators in low threat systems
- Fixed Uber's orbital factories sometimes sitting idle
- Uber FFA uses Uber Platoon's approach to armies
- Uber will produce Storms to protect bases under air attack
- Uber will produce Panzers to protect bases under orbital attack
- Fixed issue where Uber might never go advanced on planets it owned
- Loosen restriction on owned planet factory builds when troops are desired elsewhere
- Slow down rate of Uber's light artillery builds


Planetary Annihilation: TITANS - WizardNeedsFood
The team behind Planetary Annihilation, which has sold over 3 million units and is still beloved and played by fans almost a decade later, is back with a new twist on the popular franchise.

Industrial Annihilation blends the iconic real-time strategy of the beloved Annihilation series with deep factory-building to deliver a blend of genres unlike any you’ve experienced before.



Industrial Annihilation is available for pre-order or for investment on the StartEngine investment platform! You can invest in the company behind the game today to become a shareholder and partake in Industrial Annihilation’s potential galactic success.

Learn more here: industrialannihilation.com
Planetary Annihilation: TITANS - TNB Studios
As title.
Planetary Annihilation: TITANS - TNB Studios
Greetings Commanders!
The last couple of balance changes have resulted in some most interesting tactics emerging on the galactic battlefields!
However, it’s time for another update! We have some quality-of-life improvements and fixes served up alongside your portion of balance tweaks!
Read on to learn more!
Improvements
  • Transports will now always move to units, units never move to Transports
  • All factories will now deploy currently building units if they are powered down but assisting units finish the building process
  • All Naval and hover units now leave wreckage upon destruction which then sinks instead of staying on the water surface.
  • All Air units now leave wreckage upon destruction
  • The default area build type and spacing for a number of structures has been changed. This applies to Energy and Metal Storage, all anti-ground and anti-air turrets, basic and advanced Energy Plants, and mines.
Balance
Land: Slammer
max_health decreased from 400 to 360 (now 3-shot for drifters instead of 4 and 5-shot for Double laser turrets instead of 6)
damage increased from 90 to 100 (DPS increased from 360 to 400)
Bugfixes
  • Angel Missiles and repair fabricator come from the correct locations on the unit
  • Orbital Factory and Solar Array icons correctly mark units as advanced
  • T1 Naval Factory can no longer be blocked in a way that prevents production
  • Exploit where Orbital units are able to immediately shoot upon arriving has been removed
  • Nukes no longer disappear from the Nuke launcher if it is powered off
Modding
  • Community Mods Merging is now ON by default (option defaults to true and may be overridden by 'community_mods_force_merge_unit_server_mods')
  • Ammo of type PBAOE that does "metal" damage will no longer crash the server if multiple trigger at the same time
  • Fixed a bug where only units from the most recently loaded unit mod are shown in Community Mods UNITS tab's list
  • Added additional CUSTOM# unit_type tags (highest available being CUSTOM58)
  • Implemented fully functional area loading for transports with carrying capacity of more than 1
  • Add custom armour types AT_Custom0 to AT_Custom9
  • Fixed a crash associated with Mass Teleport
  • AI support for metal extractors of other factions fixed by adding a new property on the faction commander spec which is:
"ai_metal_extractor_names": { "basic": "BasicMetalExtractor", "advanced": "AdvancedMetalExtractor" },
Those should be replaced by the new extractor names of the faction (for example in the Bug faction, "BugBasicMetalExtractor" and "BugAdvancedMetalExtractor")
Planetary Annihilation: TITANS - TNB Studios
- If UPnP fails to setup, the lobby creator will see a dialog with the error description and a link to instructions on how to open ports manually
- Clients now will detect if the server disconnected on the lobby
- GW balancing changes
- "Host game locally" checkbox state is now saved
- getUnitState api missing info from output
Planetary Annihilation: TITANS - Dev Team
Greetings Commanders,

Celebrating 10 years since we originally announced the game on Kickstarter, new battle lines have been drawn across the galaxies - 7 new maps, balancing updates, local multiplayer support, and a host of improvements have come online.

Dive back in to annihilate the enemy. Good luck out there.



General

  • Added 7 new WPMarshall maps.
    1. Samar's Sands - 1v1
    2. Unhelpful Habits - 1v1
    3. Experiencia - 1v1,2v2,3v3 (Multi-Planet))
    4. Inconceivable Field - 5v5 (includes Gas Giant)
    5. Phang Shores - 1v1,2v2,3v3,4v4 (Naval Island Spawns)
    6. Phang Shores XL - (Phang Shores, but with an extra planet!)
    7. The Major Grump - 3v3,4v4,5v5 (Multi-planet, includes Gas Giant)
  • Added Queller AI 5.23.1 - this is no longer a mod, but is now a full part of the game.
  • Added UPnP support on Windows builds, required so the local servers can see out into the world and get incoming connections from other clients.
  • Unit balancing tweaks.
  • Retrained AI values, so the AI will play more competitively with the new balancing tweaks.
  • Games are hosted by default locally (instead of remote servers) and limited to 6 slots. Use --local-server-max-players flag on the client to override this limit. Remote servers are still available for larger games, just the game defaults to local servers for smaller games.

Fixes
== Hardcoded unit names:
Units usually get their behaviors from their classes (e.g. Orbital & Transport & Interplanetary) but the Astraeus unit had its behavior locked to its name instead.
That blocked derivative units of the same type (e.g. Chariot from Legion) from having the same behavior.

== First factory blocks metal spots:
Fix a bug where the code ignored the metal spots location when building new factories, the locations are now properly detected.

== AI doesn’t play until the 20 second mark in certain conditions
Sometimes the AI fails to start playing the game (just idling instead) before the 20 second mark. We determined that initially the game handles strategic map locations (like metal spots and base locations) in batches. Those batches were too small, which caused the AI to wait until the next update cycle to start processing locations.
We increased the batch size a little so the AI handles more spots in one go but still keeps CPU usage low.

== AI crashes server with Legion Expansion Starcannon
Sometimes the game would crash when a game engine entity had a parent that was unreachable (like a temporary). This was the case sometimes with transporters that were used by the Starcannon to send units to a planet. We patched the engine to ignore those parents instead of doing a hard check.

== Fighters and Galata built to fight an air presence that doesn't exist
The AI builds fighters when the enemy has no air, leading it to use fighters in Galactic War against players who don’t even have air tech, let alone an air presence.
We created a "GalacticWar" personality tag for the AI in the GW mode and gave units a way to check for the air presence as well as the tag, which fixed the issue.

== Doesn't recognise Unit Cannon as an orbital threat
Sometimes the game handles some units individually, because of their odd behavior. That's the case with the Unit Cannon, however it wasn't being consistently checked everywhere. We patched the AI brain to recognize the Unit Cannon individually and it fixed the issue.

== FocusTargetThreatRatio always returns true
The condition FocusTargetThreatRatio used to return true even when the target wasn't available. We fixed it to return false when there is no target.

== Presence booleans not set by radar or factories
The presence booleans were set according to the threat model used by the game, which failed in certain conditions (like evaluating buildings).
We added a new system internally that keeps track of enemy and friendly presences without using the threat model, which fixed the issues.


Balance Notes

Commander
- move_speed increased from 6 to 8

[[u]b]Air[/b][/u]

Angel
- anti_entity_targets updated to include Narwhal AA (pa/units/sea/frigate/frigate_ammo_aa.json)
- anti_entity_targets updated to include Stingray AA (pa/units/sea/missile_ship/missile_ship_aa_ammo.json)
Hornet
- max_health reduced from 600 to 500
- rate_of_fire reduced from 0.5 to 0.4
Icarus
- aggressive_distance reduced from 70 to 60
- brake increased from 20 to 30
Pelican
- build_metal_cost reduced from 160 to 140
- brake increased from 20 to 60
Phoenix
- system_velocity_multiplier increased from 15 to 30
- gravwell_velocity_multiplier increased from 6 to 10

Land

Advanced Laser Tower
- max_range reduced from 130 to 120
- rate_of_fire reduced from 5 to 3 shots/sec
- damage increased from 150 to 250
Advanced Metal Extractor
- observer items radius reduced from 100 to 75 for surface_and_air
- observer items radius reduced from 100 to 75 for underwater
Bluehawk
- max_range reduced from 220 to 200
Colonel
- max_health increased from 6000 to 8000
- target_priorities updated to:
- Mobile - Air
- Air & ( EnergyProduction | Transport | Bomber | Gunship | Titan )
- Structure - Wall
- Mobile & Air
- Wall
Gil-E
- max_range reduced from 200 to 180
- target_priorities updated to:
- Air & (Tactical | Heavy | MissileDefense)
- Mobile - Air
- Structure - Wall
- Mobile & Air
- Wall
Grenadier
- firing_standard_deviation reduced from 1.5 to 0
Leveler
- max_range reduced from 130 to 120
Locust
- max_health increased from 60 to 80
Metal Extractor
- observer items radius reduced from 100 to 75 for surface_and_air
- observer items radius reduced from 100 to 75 for underwater
Nuclear Missile Launcher
- system_velocity_multiplier increased from 20 to 30
Unit Cannon
- system_velocity_multiplier increased from 20 to 30

Naval

Stingray
- target_priorities for the tactical missile updated to include the Angel (MissileDefense) as a top priority
- Added UNITTYPE_AirDefense to unit_types

Orbital

Advanced Radar Satellite
- system_velocity_multiplier increased from 15 to 30
- gravwell_velocity_multiplier increased from 6 to 10
ARKYD
- system_velocity_multiplier increased from 15 to 30
- gravwell_velocity_multiplier increased from 6 to 10
Artemis
- system_velocity_multiplier increased from 15 to 30
- gravwell_velocity_multiplier increased from 6 to 10
Astraeus
- useable range increased from 10 to 20
- move_speed increased from 25 to 50
- brake increased from 25 to 30
Avenger
- system_velocity_multiplier increased from 15 to 30
- gravwell_velocity_multiplier increased from 6 to 10
Helios
- system_velocity_multiplier increased from 15 to 30
- gravwell_velocity_multiplier increased from 6 to 10
Hermes
- system_velocity_multiplier increased from 22 to 30
- gravwell_velocity_multiplier increased from 9 to 10
Orbital Factory
- build_metal_cost reduced from 6000 to 4200
SXX-1304 Laser Platform
- system_velocity_multiplier increased from 15 to 30
- gravwell_velocity_multiplier increased from 6 to 10
Planetary Annihilation: TITANS - TNB Studios
+ General:
Add 7 new WPMarshall maps.
Add Queller AI 5.23.1 - this is no longer a mod, but is now a full part of the game.
Add UPnP support on Windows builds, required so the local servers can see out into the world and get incoming connections from other clients.
Unit balancing tweaks.
Retrained AI values, so the AI will play more competitively with the new balancing tweaks.
Games are hosted by default locally (instead of remote servers) and limited to 6 slots. Use --local-server-max-players flag on the client to override this limit. Remote servers are still available for larger games, just the game defaults to local servers for smaller games.

+ Fixes:
== Hardcoded unit names:
Units usually get their behaviors from their classes (e.g. Orbital & Transport & Interplanetary) but the Astraeus unit had its behavior locked to its name instead.
That blocked derivative units of the same type (e.g. Chariot from Legion) from having the same behavior.

== First factory blocks metal spots:
Fix a bug where the code ignored the metal spots location when building new factories, the locations are now properly detected.

== AI doesn’t play until the 20 second mark in certain conditions
Sometimes the AI fails to start playing the game (just idling instead) before the 20 second mark. We determined that initially the game handles strategic map locations (like metal spots and base locations) in batches. Those batches were too small, which caused the AI to wait until the next update cycle to start processing locations.
We increased the batch size a little so the AI handles more spots in one go but still keeps CPU usage low.

== AI crashes server with Legion Expansion Starcannon
Sometimes the game would crash when a game engine entity had a parent that was unreachable (like a temporary). This was the case sometimes with transporters that were used by the Starcannon to send units to a planet. We patched the engine to ignore those parents instead of doing a hard check.

== Fighters and Galata built to fight an air presence that doesn't exist
The AI builds fighters when the enemy has no air, leading it to use fighters in Galactic War against players who don’t even have air tech, let alone an air presence.
We created a "GalacticWar" personality tag for the AI in the GW mode and gave units a way to check for the air presence as well as the tag, which fixed the issue.

== Doesn't recognise Unit Cannon as an orbital threat
Sometimes the game handles some units individually, because of their odd behavior. That's the case with the Unit Cannon, however it wasn't being consistently checked everywhere. We patched the AI brain to recognize the Unit Cannon individually and it fixed the issue.

== FocusTargetThreatRatio always returns true
The condition FocusTargetThreatRatio used to return true even when the target wasn't available. We fixed it to return false when there is no target.

== Presence booleans not set by radar or factories
The presence booleans were set according to the threat model used by the game, which failed in certain conditions (like evaluating buildings).
We added a new system internally that keeps track of enemy and friendly presences without using the threat model, which fixed the issues.

...

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