Advanced AI Mod: Version History

Advanced AI Mod
for Zero Hour




Improved tactics.
Enhanced strategy.
Amassed aggression.
Stronger opponent.

11 October 2009: Version v0.98:
New version 0.98 available for download now!


The following Generals are modified by this mod:

  • Air Force
  • Super Weapon
  • Demolition
  • Nuclear
  • Infantry
  • Tank
  • Laser
  • Stealth
  • Toxin
Version History:
  • Version 0.98
    Changes by r42.
    Known issue: Laser Guided Missiles bug still present, but appears rarely.
    • 21 August 2009
      • Supply Priority changes for all USA factions.
      • Medic team for USA works! (repairs the base)
      • Improved script for GLA technical rush. If there is no Tech Center it will surprise you! (The first time, of course.)
      • Fixed tank priorities for "GLA Prior Change Back" scripts.
      • Fixed a battle buses issue.
      • All USA tank/vehicle teams will now attack infantry with hellfire drones.
    • 31 July 2009
      • Behavior changes; mostly USA factions.
      • Particle Cannon now draws its 'S' sign a little wider.
      • General improvements, as usual.
      • Recommended for play.
    • 21 June 2009
      • Vanilla GLA camouflage upgrade
      • Added supply guard teams to Vanilla USA and Airforce for experimental purposes
      • My & EA lame script improvements and tuning.
      • Added more factories to the AI's build list
      • Added a little more base defenses
    • 14 June 2009
      • Reduced lag.
      • Fixed uncrushable (by vehicle) minigunners.
      • Additional Black Market for the Toxin general.
      • Additional Scud Storm and 2 Black Markets for the Stealth general.
      • Changed team state from Aggressive to Normal for all Black Lotus teams for all China factions (helps them hack properly)
    • Earlier
      • Medium is now the same as Hard but without 50000 additional money. Easy is practically unchanged.
      • All factions are now balanced regarding the amount of cheat money that they have.
      • Removed Aggressive state for dozer team to resolve 0% building progress bug.
      • AI can now re-enable important unfinished upgrades.
      • More base building, attack teams and other general AI improvements.
      • Added scripts that change the attack priority for power-related base defenses to 1 if the AI sees that its enemy has no power.
      • All USA Factions:
        • Can now attack with abandoned rangers.
        • Now reuse their strategies if the Strategy Center is destroyed and then rebuilt.
        • Use the Drone Armor upgrade.
        • Missile Defenders now properly use the Laser Guided Missiles ability.
      • Vanilla USA:
        • Now uses the MOAB upgrade.
      • USA Airforce General:
        • Air Force General now uses the Carpet Bomb from Strategy Center.
      • All GLA Factions:
        • Now use Bomb Trucks and Battle Buses.
        • Improved behavior for Bunker and Palace teams.
      • Vanilla GLA:
        • Fixed Vanilla GLA bug where it used GPS Scrambler every 40 seconds never used the Sneak Attack at all.
      • All China Factions:
        • Now use the Dragon Tank's firewall ability.
      • China Nuke General:
        • Fixed a problem preventing the China Nuke General from building a barracks.
      • Stealth General:
        • Stealth General can now manage Hijackers' captured tanks and vehicles -- will merge them into an attack team and build upgrades (Battle Drones and the Overlord's upgrades).
  • Beta 0.95
    • Newly improved Tank, Laser, Stealth, and Toxin Generals.
    • Numerous bug fixes for all of the other Generals.
    • Greatly improved AI all around.
  • Beta 0.7
    • All USA Generals:
      • Fixed stuck on 0% building bug which slowed the whole base-building process
    • USA Airforce General:
      • Greatly reduced cheating amount while retaining most of the challenge factor
      • Tweaked once more Aircraft priorities
      • Added priority sets to other teams like comanches and humvees
      • Improved general's powers aquisition
      • Revamped Teams for playing with less cheat money
      • Added smarter money management which improves rebuilding times and ensures it plays well with the money it has
      • Auroras will once again blow your tech center up pretty much everytime
      • General will stick men into humvees in order to make them more effective
      • Fixed attack route bug causing unnecessary loss of raptors
      • Reduced base defense build speed to compensate for lack of late game cheats
      • Increased agressiveness two fold for some teams
      • Improved Tech building capture handling (can get 2 at same time)
      • Changed ObjectLists for more accurate target picking
      • More comanche defenses
      • Now selects Pathfinders as a General's Point and uses them
  • Beta 0.65
    Improved China Nuclear General and fixed some bugs.
    • Revamped buildlist
    • Changed teams
    • Added aggressiveness
    • Streamlined base-building
    • Added missing upgrades, like mines
    • Changed attack groups
  • Beta 0.61
    Although not a major update, features an improved aircraft AI and some bug fixes. Work on Stealth General is in progress.
    • USA Generals:
      • Tweaked attack groups (note: Laser general not yet modified)
      • Streamlined USA Generals base building order
    • Super Weapons General:
      • Fixed bug where General would run out of money very quickly
      • Reduced number of infantry made (it made too many)
    • Airforce General:
      • Reduced cheating for this General (it doesn't need it as much as the other Generals do)
      • Will build less stealth fighters and more Auroras
      • Added TOW Missiles
    • Aircraft AI:
      • Improved Aircraft AI greatly, especially for Aurora bombers
      • Added priorities for the planes
      • Planes have a nice priority choosing logic so they won't be hitting infantry when there's a juicy tank nearby
  • Beta 0.6
    Fixed several major bugs and improved the Airforce General some more.
    • All Generals:
      • Fixed bug where AI wouldn't build base up if it has more than 10k starting money
      • Improved base designs
      • Will build more concentricly around all defenses (back a little exposed but much more effective)
      • Builds less construction units that are idle by late game
      • Will rebuild more important structures more often
      • Tweaked AI units' attacking AI (more aggressive but smarter in their aggression)
    • Airforce General:
      • Fixed Airforce General bug where it built too many dozers
      • Added forebase logic (will fill multiple firebases)
      • Improved base building and expansion to supplies
      • Other improvements including upgrade purchases and attack group tweaks
    • Demolition General:
      • Now doesn't have 16 bikes sitting around in his base
      • Added random attack wave timer for Demo General (no more timed 40 seconds between attacks)
    • Other
      • Added smarter plane and demo bike priority for targets
      • Improved Aurora behavior to make it more aggressive and smarter for both the USA generals (they will go for defenses/strategy center more)
      • Added random Tech Center Timer to slow down building a bit and make it more random
  • Beta 0.5
    A little bit of bit of work on the Airforce General was done (not yet a proper update just a little faster to build up). Concentrated mainly on improving the other Generals.
    • All Generals:
      • Less cheat money in late game (less than the original AIs already)
      • Improved base repairing
      • Made AI units more aggressive
      • Improved General's Point picking (minor changes)
      • Improved logic for expanding to other supply piles
    • USA Generals:
      • Will only have 2 chinooks (3 provides little advantage and clogs up when they all move to another pile)
    • China Generals:
      • Removed Frenzy picking for now as the AI didn't use it (will pick Barrage instead)
    • Infantry General:
      • Will build a lot more hackers and spread them around (a bit buggy as they sometimes send them too far)
      • Improved bunkering logic
      • Will build and upgrade mines, provided it had the funds
    • Demolition General:
      • Will build Black Markets if it runs low on money
      • Tweaked sneak attack group
      • Will use more balanced attack groups
      • Might launch a 3 way attack with artillery and tanks right after a Scud Storm, Sneak Attack and Anthrax bomb
      • Fixed slow motion tunnel guards bug
      • Improved tunnel guard/sneak assault groups
    • Airforce General:
      • Builds base faster (no other improvements yet)
    • Superweapons General:
      • Will buy the pathfinder science properly
      • Fixed SWG not building units bug
      • Better Firebase filling (it will start earlier and upgrade to Pathfinder once obtained)
  • Beta 0.4
    Demo General completed. Minor updates to other generals completed as well.
    • Demo General Improvments:
      • Same updates as other generals - builds faster, has better attack groups, etc.
      • Will use sneak attack properly now (still a bit buggy)
    • Infantry General Improvments:
      • Will now research patriotism properly
      • Will now defend supply centers a bit better
      • May attempt to create firestorms when using infernos
    • Other
      • Added Super Weapon General pathfider usage
      • Smart Resource Management System (Builds more factories if excess money, more stashes if money is low)
      • Combined Weapons Assault Combos (Will try to combine General's powers, superweapons and attacks in a coordinated way)
  • Beta 0.3
    Greatly improved the Infantry General, and made some changes to the Super Weapons General.
    • Infantry General Improvements:
      • Will expand faster
      • Will build more units
      • Will attack more often
      • Will hold nuke until it goes for attacking
      • Quick resource expansion
      • Builds more hackers
      • Better upgrade logic
      • Better defenses
      • Will garrison a lot more buildings
      • Better urban combat
      • More vehicles will be built
      • Uses artillery and ECM tanks
    • Improvements made to Super Weapons General:
      • Still better Alpha code
      • It will fill in those firebases!!
      • Uses pathfinders if enemy is massing infantry
  • Beta 0.2
    Vast improvements made on the Super Weapons Generals. Will be moving onto other Generals now.
    • More Improvements on the Super Weapons General:
      • It will expand to other supply zones faster
      • It will build mini bases near the supply piles
      • Fixed suicide Alphas bug
      • Added more attack groups
      • Made it use the extra money it makes from expansion/mini bases
      • Better defense response
      • It *might* fill firebases (ive been working hard at that)
      • Improved tech capture logic
      • Increased the size of attack groups
      • It will try to rebuild command center if destroyed
      • Better active base defenses
  • Beta 0.1
    First release. Has an upgraded Hard Super Weapons General.
    It should be 2-4 times harder to beat than the normal one.
    • Improvements on Super Weapons General:
      • Builds base up much faster
      • More efficient resource management
      • Builds bigger assault groups
      • Uses a LOT more Aurora Alphas and uses them more effectively (not 100% yet)
      • Builds less defenses where not needed (eg half the patriots by supply piles)
      • Builds more defenses by base entrances
      • Uses better tactics (Search & Destroy to make tomahawks, EMP patriots more effective)
      • More agressive
      • Rebuilds base faster
      • Expands to resource areas more often
      • Better late-game resource acquiring and survival