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Company of Heroes: Europe in Ruins News

Dev Blog #3 - AI Woes and Worries

It's been a while, hasn't it?

Hi everyone, Olazaika here! This has been an incredibly busy month for Europe In Ruins. Unfortunately, we were so tied up with our own lives, we couldn't even find the time to share what's been going on.

Anyways, you're here for the upcoming weekend patch deets, so let me give you some :

Terror doctrine Ostwinds now gain access to K.m.P rounds, which grant a penetration increase, while also giving an incendiary effect. Extremely effective against units in buildings!



AI mode optimizations : Jstek and I (Mostly Jstek) have made strides in making the AI feel more like a player. The gamemode has never been more balanced, and we're planning to open up the access to everyone in just a few short days!

UI improvements : Our resident artist Speedy and I have found a way to force Company of Heroes to accept modern sized textures. While this currently is only for some niche Soviet faction units - we're hoping to make all the textures look ready for at least 2017

Improvements to the lighting engine - I've worked tirelessly to give you guys a better experience in night-battles. Real-time lighting for rocket artillery has been implemented and stabilized - no more random crashes for all of you Soviet enjoyers!



I haven't forgotten about soviets. I know it's taking a while, and I know many of you are getting antsy about em ;) Making new abilities takes time, and i'm not just going to cobble together a copy-pasted mess :)

Honestly? It's been a rough month for all of us. Starfield, Cyberpunk 2077 2.0, Dota 2, Star Citizen, Masters of Orion... Actual work and studies. All of these things have stolen countless hours of our work.

Oh yeah, soviets throw a sh*t-ton of nades by the way.

Last september patch

Last September patch :

Hi everyone, we've had an extremely busy couple of weeks, and unfortunately the big reveal isn't ready just quite yet, but we're working hard on making it come to you as soon as possible. During this time - we'll be taking a look at the issues currently plaguing EIR and attempt to address them.

Here are the quick patchnotes, addressing some of the more obvious issues in the meta currently :

ZB26 cost has been increased from 35/55 to 55/80. This should, in theory, force players to either focus on bringing zb's or fausts/nades, instead of being able to build a company with 30+ 6 man zb volks with fausts

Tetrarch has received 0.85 received accuracy modifier. Long live the tetrarch

Nebelwerfer set-up time - from 0.8 increased to 2
Nebelwerfer speed_horizontal and speed_vertical decreased from 35 to 18, this will make the gun feel more sluggish.
Nebelwerfers have been an issue lately - as many people have noticed, WM players are using them as a reactionary tool against infantry pushes, just like MG's. We do enjoy their use, but it has become a no-brainer. As such, instead of nerfing it's capabilities - we're making it more of a proactive unit. It will still remain powerful, but hopefully will be more counterrable if caught in the open and should allow for flanks to actually happen. Proper use of them should still be rewarded.

Begleitgrenadiers - HP increased from 80 to 90. Armor switched from heroic to infantry

Multiple AI changes. I'll let @Jstek comment :

"Starting to implement AI archtype behavior layers and AI Player Macro posturing.
Allied units have the first AI unit behavior archtype implemented for the following assets :
Jeep, M20, Staghound, Quad, Halftrack, Greyhound, Greyhound Spahis, M10, and mortars.

AI players will earn vet faster and have additional pop bonuses.
Human Player vet scale based on total number of AI players in a game and will yield less vet effectiveness for the Human players.
AI will respect deployment timers and deployment positioning is more evenly distributed."

We're hoping to fully launch AI for ALL players during the next month!

Don't let minesweepers get to vet 5. You don't want them to get to vet 5.

Two map remakes : Tilburg and Amfreville, by @ivsh84

Small launcher update

Hi, we've implemented all new icons for the warmap cards! Here's a peek at the market right now :



Yeesh, what are those Feldgendarmerie doing, huh?

Please let us know how they look! We can't wait to hear your opinion on them!

Thanks to Speedy for making all of these icons! It's taken a while to post them, but hopefully it'll all work.

Minor AI tweaks

Continuing to expand AI functionality, will comment later on in a dev blog :)

Progress is being made though!

AI improvements :
1) Should now use abilities correctly, including AT nades, panzerfausts, gammon bombs and sticky bombs.
2) Should now recrew crew weapons
3) Uh, should in theory use infantry slightly better?
4) Repair kits now enabled for vehicles 🙂

R.059.2 - AI testing now enabled!

Hi everyone.

New Patch is out. AI mode is now enabled to be hosted by all developers and testers.

Everyone is encouraged to join! Feel free to message devs and try to get some games in.

Some things to bear in mind :
1) AI has companies, and will build vet like regular players.
2) Games are counted as regular. Whatever you lose - you lose, whatever you gain - you gain.
3) Expect the AI to be a bit slow. It's a work in progress. Not back to basics level yet.
4) Mixing human and AI players is allowed.
5) AI MUST be of the correct faction and race in-game. Same as in-launcher, otherwise it will have no units.
6) Have only tested with CPU - Expert.
7) Let us know your experience in bug-reports
As always - a pleasure working with and for you guys