Version 0.4 is out, with alot of changes made to it (although no new personalities were added, sadly):
- VTOLs were split into anti-personnel, anti-tank, anti-structure, and anti-air roles, and should now act based on what they're designed for. NullBotSW will, for example, have its anti-air VTOLs patrol the main base to intercept enemy VTOLs, send its anti-structure VTOLs after enemy structures, and send its anti-personnel and anti-tank VTOLs after any nearby enemy droids.
- Now creates hotspot objects to mark danger zones. NullBotSW will not build any structures near those hotspots, and may even demolish any partially-built structures there in an effort to salvage some power.
- Will now attempt to research exotic technologies such as Rocketstorms or Jet-Assisted Cannons if they become available for immediate research, or if it has nothing else to research.
- Will now attempt to research rush for hovers if playing on a hover-only map. (Should have hover propulsion researched in about 14 minutes.)
- Now uses blacklists to ensure that it won't research what it doesn't need. For example, if NullBotSW needs to switch exclusively to hovers, then it won't make any effort to pursue research into Cyborg Factories, Half-Tracked Propulsion, or Tracked Propulsion (unless necessary for pursuit of technologies that it does need).
- HARD and INSANE AIs will now try to keep their harassers away from enemy starting positions. This should allow them to keep their early-game harassers alive much longer since chances are that the opponent is building up its forces within its main base.
- May now build artillery, repair facilities, sensor towers, and proxy factories near allied derricks. Sometimes, NullBotSW will even build them near an ally's main base.
Finally, NullBotSW's anti-stuck mechanism was modified so that it would not only order its combat units to a particular location, but also every other unit that it controls. From my observations, it seemed as if NullBotSW (and presumably NullBot 2.0, which NullBotSW is based off of) was getting its forces stuck in the main base itself, as trucks were trying to go one way, while combat units were trying to go another way. While I don't quite yet understand how NullBot manages to identify whether or not it has forces that are stuck (I'd like to know how that works by the way), I did have a solution in mind, and so far, it seems to work fine for me.
I'd appreciate some feedback on how NullBotSW's various features work for you guys, on issues that need to be worked out for NullBotSW, or on suggestions for new features to implement for NullBotSW.
