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[Feature]: Improve AI Naval combat #513

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@o0DragonKing0o

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@o0DragonKing0o

Is your feature request related to a problem? Please describe.

Does bad AI Naval combat count?

Describe the solution you'd like

This second post of mine will be longer.

Adding a few teams to the AI naval attack would make it better. Of course, it would be somewhat wasted if they just had a pond next to them or something, but then again, they would have already wasted some ships if they could build them, so I think this is better overall.

First of all, adding two Navy SEALs would be quite good. Get tapped, and ships sink instantly; it can be especially devastating if the player is arrogant and has no escort. Here is a clip of TKRAGON's entire fleet gone: https://youtu.be/knVwr3_ZCok?t=2075
We can have a team defending the naval yard and an attacking team. They are unable to blow up naval yards unless you use the attack building script and put that as a target. It also must be repeated for every fraction's naval yards. (The same logic applies to aircraft carriers and dreadnoughts.)

Next, I see that the amphibious transport just sort of bugs out and stands around. Sometimes, the game defines the "gather at own base" and "gather at enemy base" at very weird spots, especially on naval maps. The best option is to set them to gather near their own building (maybe a powerplant), then send them to any enemy building, and then unload. Also, we can send all sorts of combinations of the same transport attack. Maybe a team of Rhino tanks, Apocalypse tanks, demolition trucks, and maybe even some infantry attack if you want AI to rush.
You can see some of these changes in my own AI mod right here: https://youtu.be/bodTd_cpb1E

Let me know what you think.
P.S. The Elite Giant Squid weapon can target air. You guys may want to delete that.

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