Changelog:
v0.0.1 - first official beta release
v0.0.2 - added new states to crew states AI. Crew now has the following states: in port, in port alert, in port damage control, in port alert damage control, cruise, alert, damage control, alert damage control, abandon, and surrender (only for neutrals). Each state (except for abandon and surrender) has a sub-state based on the crew's AI level - poor, novice, competent, veteran, and elite
v0.0.3 - redid the ship's AI. Convoys are deadly now, it is advisable to run and hide when detected by escorts (or single warships for that matter)!
- adjusted values in the sim.cfg and sensors.cfg files
v0.0.4 - tweaked values in sim.cfg file (noise value was raised from 0.26 to 0.33 - so noise has a bigger effect on the escorts ability to 'hear' you)
- fixed bug of escort AI not assigned to ship commander's tactic unresponsive to convoy attacks
- tweaked bombs and DC values to be more effective (deadlier)
- escorts in convoy or lone warships will now attack any target they discover that's an enemy (including airplanes)
- fixed bug of ship commander's current tactic not able to continue. I was not cancelling the tactic if it wasn't able to continue - now it's cancelled when it needs to be cancelled
- current ship commander's tactic is also cancelled when AI no longer detects you and they have 'lost' you
v0.0.5 - adjusted AI visual sensitivity value in sim.cfg
- adjusted AI Radar sensitivity value in sim.cfg
v0.0.6 - fixed bug of CTDs on some ships
- added some new tactics and roles to the ships
v0.0.7 - fixed bug of crew state staying in alert once the ship detects it's first contact
- changed the implementation of some roles
v0.0.8 - added tactics for Hunter-Killer groups
- convoys that have a contact detected less than CONVOY_CONTACT_TAKE_ACTION_DISTANCE will respond to the threat otherwise will ignore it
- added tactics for unknown contacts
- total rewrite of the AI files. I wasn't satisfied with the way the ship's AI was behaving - it appeared scripted. So in the rewrite I made use of the Random function that's available - result is AI doesn't appear scripted anymore! The ship's AI is more random in it's behavior now - borderline unpredictable even
- ship's are only allowed to DC for MAX_CONTACT_LOST_DC_TIME after losing a contact
- changed 'Lost contact time' from 23 to 20 in \data\Cfg\Sim.cfg