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I kept the original AT gun behavior because it is easier to recognize and more consistent. The swapped icons in the toggle ability are confusing since the active glow is inverted compared to other units.
At the same time, I found that AI tanks do not consume manpower, and even if all manpower is used to build capture units, it will not affect AI tank production
Why disable certain AI penal battalions? They were perfect early and late in the game.
And those rangers and paratroopers, I hope AI will use them more
The Penal Battalion, Rangers and Paratroopers are all part of the random AI buildorders. This is a unique feature in this mod to make the AI less predictable. They can certainly use these units, but not in every match. In 2v2 and larger modes, the AI even adjusts their buildorder based on other AI teammates. If one uses Rangers, the other focuses on Paratroopers.
I will look into the Glider usage, the AI should be able to use it but might be missing a specific ai_ability setting.
- Fixed the bug that caused the AI to stop building units in late game!
- A wider variety of units are used and more upgrades are bought
- Gliders and Airborne Guards paradrops are properly used
- Close/long range units will be used at their effective range and use cover more often
- The AI will no longer walk around units which it never encountered
Can you add some command point requirements to the new artillery building in Britain?compared to the Soviet Union and Germany both have command point requirements for artillery,british artillery can often precede soviet and german artillery, it is unbalanced
Can you expand the scope of the british repair station and reduce the cost of upgrades?
At the same time I found that the german and west german vehicle repair stations did not show its scope of work.
US and German hospitals also do not show the scope of their work.
I will take a look at the repair stations, range and visuals.