Queller AI - Update
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*Please note that all the notes apply to the AI I was using, which was slightly different* *from the one you had. For example, I think the original version I distributed, did not  * *weight Guardians as highly as mine did. However I may be mistaken.			 *
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Please note some of these changes may have been made just before release, and not have been tested. Some features may work worse than before, and it's up to you to tell me. I test the AI against the AI and make sure they're balanced. You have to tell me how the AI can fight humans better. Please try to play as both the CORE and the ARM, against both the CORE and the ARM AI's.

Let me know what works, and what doesn't. Feel free to make any suggestions or comments, and I'll certinally test them out.

ADDITIONS
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* The AI will now expand further across the map. This has been achieved by increasing the importance of metal extractors greatly. When it builds at a metal point, it will create other buildings around that point, thus expanding its base. It will also go further afield to gain metal points.

* No longer will the AI avoid building planes like the plague. The ARM in particular will now value level 2 planes, as a way of fighting back against the Goliaths and Sumos. Many thanks to Aklien for suggesting the greater use of planes.

* The ARM AI now uses more long range troops, such as mobile artillery and Bulldogs, and relies less on Panther tanks to carry the day.

* Both sides now use similar troops during the intial level 1 battles. Due to the time it takes for the computer to update it's target, Flash tanks were being blown to pieces by missiles. I would like you to let me know if this has a detrimental affect on it's ability to play against humans, or if this in fact allows it to play better. The CORE have a couple of close range tanks thrown in, to distract opponents while the missiles rain in from affar.

* Metal has been made a much higher priority of the AI, as it always seems to run out. Level 2 construction units are brought out faster, and give Moho mines a high priority. If this problem continues, I may consider the use of Metal Makers.

* To save resources, and protect from the new aircraft raids, Rocket turrets have been given higher priority. This also helps the AI save it's resources. Plasma Batteries have had their weightings reduced, since the AI was crippling itself by building them.

As ever, let me know how you think it plays, what it's strengths are (don't want to change them by accident :)), and what it does poorly. Please don't tell me things like "It builds factories where it's units cannot leave." This is something I cannot change. My only advice would be to play on a more open map like Painted Desert.

PROBLEMS (always waiting for additions :) )
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* The AI doesn't have enough energy to begin with.
* The AI doesn't have enough metal to support construction.
* The CORE AI still beats the ARM AI at level 2.
* Planes are still under used.
* The AI does still not expand far enough.

Tha's all I can think of right now, but I'm sure there are more. That's where you come in :)

For my full advice on how to make the AI more challenging, and the kind of maps you should play, please read the readme.