I've tested this in a 5v5 with all AI ships.
First of all the new AI is very good, they manage to actually compete with you (at least in some cases).
Here's a list of issues I found:
* There are hundreds of spammy AI debug commands that pop up, even though I selected normal play modes. These should be removed unless enabled.
The AI does get some handicap, AI specific gold bonus at min 8 depending on difficulty. Its difficult to make them play well in very close combat though.
About debug messages I guessed you played as WorldEdit? You get the debugmessages all the time, you must type "-admincheck" to remove or to get debugmessages. (This is a secret command to get debugmessages)
Cokemonkey11 said:
* Right at the beginning of the match, the AI ships move directly into battle. Humans can't really reasonably compete with this. Maybe make a 15-30 second timer before netural ships start spawning?
Well this is intentional to keep them at somewhat high level, so they already do nothing the first 10 sec or so. Its timed to get them at the first ships wave encounter.
Cokemonkey11 said:
* When the "on fire" status effect is applied to you, the visual effect is very minor. This is particularly influential in the early stages of the game. I suggest adding a custom fire effect, maybe using dummy units, to help distinguish this effect during the game.
I'm not sure when you mean here. You mean the fire from fire weapons? You can see the damage taken. The the buff is using building damage under buffs. I notice when I'm on fire or not.
Cokemonkey11 said:
* One of my AI team mates stopped playing at some point and just sat in base. It had items and was level 5.
I've added a few instances the AI shouldn't pause the entire game, did it do nothing the entire game? This is bad and I have check this.
Cokemonkey11 said:
* I still think the "Old Captain (Trainer)" design is unintuitive. Maybe something better would be that you could go to him to select your stat upgrade preferences, and the upgrades would happen automatically. What do you think?
Curently stats preferences when you level is set at captains hut and random by default, but I might change that so its more easily accessible. Adding that to the trainer is a good idea.
Currently trainer is the same as from beta and unchanged. I don't feel its unintuitive but its sometimes annoying to go back to base or wait until respawn to pick your stats. Another thing is that you can also spend your ability points on special abilities at the captains hut. The ability point notice ingame make new players aware of the trainer, but most overlook the captains hut if they are unfamiliar with the game.
I have considered to remove patrol button and add a stat preference button/spell book with several prefs instead and pick your preferences there, but that would also affect normal ships too.
Cokemonkey11 said:
* AI players simply ignore gold coins and other pirate items on the ground.
Its not implemented yet, making the AI pick up weapons would mess up with the kit system, but I may perhaps make them able to get coins and repair lumber and such. AI system is quite heavy already (on my old computer it is), but I may add a few more stuff for it the the future.
Cokemonkey11 said:
* When you have been boarded by pirates, your captain has an ability called like "Leave Combat". The icon for this is very misleading (looks like a combat ability). I clicked it without reading it.
That can be fixed
Cokemonkey11 said:
* "The British Empire is on a PWNING RUN!" doesn't even make sense...
Well the empire pwn the AI.
Yeah I see your point. The empires kills heroes also get sprees. I will look on that. I guess that would happen quite often as the AI tend to get killed by the empire to often...
Cokemonkey11 said:
* "Boarding Chaos" effect from fighting pirates is a super unintuitive effect with poor visual indication.
Maybe
Cokemonkey11 said:
* After about 60 minutes of gameplay, wc3 crashed. This happened when I was using the goblin super ship's cluster rockets ability on a few targets. I suggest not using cluster rockets which is known to cause bugs.
That is not good, did that happen immediately when they died or after using it sometimes? I never experienced error with using those projectiles with the basic rocket cannon.
Also I don't understand how a model can cause fatal error bugs. Perhaps I need to import a new one
Thanks for your feedback, I will add some to "todo list".