Cobra skirmish AI

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Cyp
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Re: Cobra skirmish AI

Post by Cyp » 23 May 2017, 19:44

gamesforfun wrote:can the original owner of this mod please fix it as it contains a virus
Are you sure? Both .wz files are zip files containing only .js and .json files, and it therefore seems unlikely to me that they can contain viruses.

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Berserk Cyborg
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Re: Cobra skirmish AI

Post by Berserk Cyborg » 23 May 2017, 19:51

gamesforfun wrote:can the original owner of this mod please fix it as it contains a virus
Most definitely there are none. I notice that sometimes other addons can make Windows Defender freak out over nothing (on Windows 10 anyway).

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Lord_Kane
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Re: Cobra skirmish AI

Post by Lord_Kane » 24 May 2017, 06:21

gamesforfun wrote:can the original owner of this mod please fix it as it contains a virus
https://www.virustotal.com/en/file/4ed3 ... 495599476/

Virustotal reports it as clean, so whatever you are using is way to paranoid.

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Berserk Cyborg
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Re: Cobra skirmish AI

Post by Berserk Cyborg » 25 May 2017, 01:56

Releasing Cobra v1.13. Fixes some undesirable behavior and makes improvements in build, production, and research.

-Reduce performance impact on larger maps. The code that the artillery group used to find something would get worse on larger maps.
-Better at keeping its power levels balanced.
-Gets to thermal armor sooner.
-Get rearming pads before trying to get other VTOL related tech.
-Builds different types of sensors in base. Sensor related research takes a higher priority now.
-It can now produces the rapid fire versions of weapons (such as the Hellstorm howitzer) in addition to the rest of the weapon line. Also grenadier cyborgs stop being produced once it gets Pepperpot mortar.
-Added chat command "oil level" to tell players if it is a low, medium, or high oil map.
-Personalities no longer forced to use hurricane/whirlwind as Anti-air defense.
Cobra.wz

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Re: Cobra skirmish AI

Post by Berserk Cyborg » 14 Jul 2017, 04:25

Releasing a new version for testing. Changes from the previous versions include performance impact reduction and fixing bugs with tactics. I think the next thing I will focus on improving is the build decisions and allowing personalities that prefer cyborgs/VTOLs instead of just focusing on tanks early on.
Cobra.wz

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Re: Cobra skirmish AI

Post by 813gan » 17 Jul 2017, 23:00

gamesforfun wrote:can the original owner of this mod please fix it as it contains a virus
I just downloaded both master brunch from github repo and next version linked in this thread (git repo SHA256:bfa6f7b86e93e6f949585a0bc56a5633c2fe330629a30a05b78e3cf17f27bb90)
(version 1.11 SHA256:1152c555eb0cedb7a958b760808a485656bfb2c03241fa3300864f09f79c9530)and updated it to virustotal, it looks like you are wrong, these files are clear.

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JimmyJack
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Re: Cobra skirmish AI

Post by JimmyJack » 21 Jul 2017, 00:42

Downloaded it. Played it. It is tuff. A little slow to get started. I have seen the other AIs truck rush it. I also seen it recover from a truck rush but only at the higher settings. I like this AI thou it fights like I do.

Good work BC. What ever you are doing ... keep it up.
Transmission ends ...

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Re: Cobra skirmish AI

Post by Berserk Cyborg » 30 Jun 2019, 19:05

Today I would like to present Cobra AI version 1.28. The main improvements lately are to early game survival and localized regrouping of units that are attacked, when outnumbered, which greatly allows it to stop being easily rushed all the time. My tests show it can survive and beat SemperFi-js much more often, 1v1 and teamed, so there is that I guess.

Tested on master and should work with 3.3 beta1 also.

Edit: Added version 1.30. Get it from the release page here.

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