Queller AI - Test Version 6
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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.

When giving feedback, please tell me who you played as, who your opponent was, what map you played on, and all the game settings you used (including resource allocation).

ADDITIONS
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* The AI attack forces at level 2 should now be larger. Probably.

* The AI is more likely to build radar jammers now to stop cowardly long range attacks sitting behind large defences. :)

* Level 1 Kbot forces have been revised.

* Aircraft Plants have been made slightly less important.

* Expensive level 1 defence has been slightly less of a priority again.

* Corrected the Nuke weighting codes.

* Limited the number of plants the AI can use to allow it to have a steadier swarm of troops, rather than small groups of them.

* Easy and Medium profiles have been added. Easy lives up to it's name. Medium needs more testing.

* The AI uses more close range troops to defend it's missile troops. Tell me if this works or just makes it weaker.

PROBLEMS (always waiting for additions :))
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* Ship weightings are pretty much untested.

* The AI trys to get too much metal before it's first plant.

* The AI doesn't get it's first plant up quick enough.

* The resource and defence weightings need an overhaul.

* It isn't building Navel Yards, I'm not sure how much I can do to correct this. It's the same as the Geothermal problem.

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

AI on AI Games during V6 devlopment
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All games were on Painted Desert with 1000 metal and energy and random positioning.

Queller in version 6 managed to win a 2 on 4 game against the TA AI.  Queller used the forces of ARM and TA was CORE (in my opinion it's stronger as CORE). The game was a rout, the first enemy AI fell quickly, with another almost crippled.  The game dragged on slightly as the TA AI fought back with counter attacks, but eventually fell to the better weightings and defence of Queller. TA never made it past the fringes of either Queller base. The game lasted one hour.

2 ARM Quellers took on 2 BSRAI CORE's. BSRAI started off better, it quicky grabbed resources, and built vehicle and Kbot plants. Queller made a mess of the beginning, it took a while to build a plant and when it did, both ARM's build an Aircraft one first. Queller soon came back however as BSRAI settled down to it's usual conservative game. Queller built a force, and then built construction vehicles. While they deicmated the first CORE base the construction vehicles expanded the base, and increased the defence. The last CORE could not penetrate this defence, and with his ally gone, the two ARM's found him easy pickings. The game lasted 27 minutes.

The final game used true LOS in unmapped mode.

The ARM AI beat a Boneyards player who made the mistake of treating it like the TA AI, and allowing himself a construction period. The AI after messing around for 10 minutes going forwards, regrouping, going forwards again without actually getting near the enemy, finally attacked en masse and easily overwhelmed the line rocket turrets, and then most of the base by destroying the enemy Commander. After that it was a mopping up operation.

Version 5 took on Version 3 using the standard settings. Version 5 attacked first, and it almost broke through very quickly, except it's construction units decided to build some of the heavier defence items, and this dried up its reinforcements. Version 3, with it's lighter defence model, quickly counter attacked, broke through the uncompleted defence, and won the game. Needless to say these problems have been corrected.

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