Re: AI improvements
New combat AIThere are my improvements of combat AI.
First screenshots:
Old combat AI Attack-Closest-Something-Command:
New combat AI:
How it works?
Each group has its own squad class which provides orders (to attack something / move in position). Multiple squads make a platoon which checks the formation and the presence of enemies. Finally, multiple platoons create company which gives global orders (such as: go there, use this road, kill everything in this radius) and plans weighted polygon pathfinding - this provides the performance improvements because there is not need to calculate the pathfinding of all groups in 1 tick (sometimes over the whole map). Groups are moved by small distances because the route is already known and is given by array of polygons. This structure also permits division into different time areas (each platoon could be calculated in following tick).
More examples of weighted polygon pathfinding (2 platoons):
Real map:

(Can 1 new!AI beat 2 old!AIs in a skirmish?)
(Also, how does it react to the "send 1 bowman to draw them out of their base and into an ambush" strategy that the old!AI is so weak to?)