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v0.553-v0.600 changes:
- nukes/anti-nukes will now correctly consider a unit’s current stock piled/qued amounts
- the Terrain-Map has been improved:
- Map-Areas are generated for each mobile unit-type defined by slope,elevation,hovering,floating capabilities
- poor map terrain is handled more intelligently
- units will will virtually never attempt to make an impossible move (based on the starting terrain)
- factories will no longer be build in sectors/areas that give their units access to less than 20% of the map
- Only sectors are generated for each immobile unit-type defined by elevation,hovering,floating capabilities
- is now more willing to build immobile units at any position they can be built at (excluding factories)
- Only water/land-based weapons consider the concept of ~water/land~, all unit-types and build positions are now dependent of it
- Acid/Lava and other harmful water maps are now properly detected and will not be built in or moved across (excluding units with hover/flying capabilities)
- fix: builders ‘hiking’ long distances early in a game should now be almost entirely eliminated
- KAI’s metal-map class has been removed & replaced:
- metal positions are selected a little more intelligently on maps with poor terrain(slopes/harmful waters)
- metal positions will not overlap other resource positions (metal/geo)
- selected metal positions are no longer off center on maps using the traditional TA style metal placement
- Resource linking has been improved:
- v0.5 fix: could cause RAI to stop building extractors/geos beyond certain expansion routes
- distances between two resources are now determined by the worst usable move-data path-type between them, this was previously estimated in segments that considered elevation change across a direct line distance
- an expansion route will now almost always exist across areas of the most common unit path-types (EX: if its a water map then any resource can be reached by water)
- the Power-Manager has been improved:
- additional Energy-to-Metal Converters will not be built if existing ones are currently turned off
- the Commander’s cloak/on-off functions now have a higher priority that units of a similar demand in energy
- fix: the amount of units turned on/off will gradually increase/decrease rather than all of them shutting off/on at the same time
- fix: Metal-to-Energy & Energy-to-Metal Converters will never be turned on simultaneously
- fix: the starting unit is monitored more closely during the beginning of a game ( prevents 2 specific issues )
- a commander could get stuck at the starting point of a game with the first move/build order
- a commander could build something on top of himself at the start of a game
- attack units will now scout for enemies under a few additional conditions
- v0.550 fix: improved the conditions to prevent hovercraft from being disabled on a mod that required them (mod: star wars)
- v0.550 fix: metal extractors were not being built on certain metal-maps
- v0.500 fix: kamikaze units are fixed (they will no longer wander the map randomly and avoid attacking enemies)
- fix: build-list detection (mod: Core VS UEF)
- fix: several related to economy, attack groups, build-lists, misc …
- the loading time is now several times longer (a lot is cashed so this loading time is usually a one time issue per map/mod)
RAI-v0[1].600.rar (154 KB)