Changed build order definitions regarding time and damage to work. [*]
- Re-vamped the squad reinforce code. Minor casualties are of little concern. AI will tend more towards building new units. Heavy casualties will push the AI towards faster reinforcement and little to zero new units.
- Re-arranged squad 'add-on' code to be where it is supposed to be. Tweaked the add-on purchase code to completely ignore add-on demands below a certain threshold. AI should respect "DEMAND_NeverBuild" now.
- Fixed mg42 bunker upgrade definitions.
- Added Brit bofors nest to defenses.
- Added extra fuel conditional to allies triage center.
- PE will use panther battle group.
- Brit recon team will snipe.
- Brit bren squad will button enemy vehicles. Bren carrier will do the same.
- PE Grens will use suppressive volley.
- PE AT halftrack will use both of its abilities as required.
- Brit Commando 'break suppression' ability should work when squad suppressed or heavily injured while under direct attack.
- Pioneers should salvage.
- Axis/Allies/Elite should eventually call in reinforcements after HQ demolished.
- Brit HQ command truck has a healing aura. This should benefit the AI since it doesn't have a clue how to properly use the casualty clearing station. The aura should be a visible.
- AI will swap in new units at game start. Currently it's a 30% chance, as to whether or not the AI gets the new units. Voss tiger and kangaroo units are not included. Haven't updated the AI to use these units properly, nor are any of the new abilities these units might bring.
- AI gets no health bonus advantage at any level.
- Axis AI pak 38 should use camo when not moving.
- Vehicles given the missing vehicle cover ability.
- Marder and stubby panzer will use the lockdown ability when shooting.
- Brit AI will build casualty clearing stations much like the medic station, but with stricter fuel requirement. This might allow the brit AI to snag a few free squads.
- Made some minor changes based on a 2.600 buglist found elsewhere on the Relic forums. [Just a few]
- On map US/Brit howitzers should behave much better. They "WILL" fire somewhat frequently.
- Clamped down on total number of gliders AI can spew at any time. This should allow the AI to actually purchase units from the gliders instead of dropping them all over the place. Results in brit AI with commando doctrine behaving a bit better.
- Brit AI will rotate AT gun emplacements to face nearest enemy threats. Still needs work. They are slow to respond and often don't turn when they should, but they *will* turn eventually.
- Brit Tetrarch tank will use smoke defensively. At least for now.
- Axis and PE fallshirmjager Panzerfaust restricted to firing on structures and vehicles. Considering the cost, these didn't really make good anti-infantry weapons.
- T17 will fire stunning shots at vehicles as needed. [*]
- PE scorched earth should booby trap captured points. [*] This might be flawed!. Can possibly make AI useless and/or slow it down. Also, strat points very near each other (custom maps) may not get trapped at all. At least you'll get a few "booby trap triggered" warnings along with the hurtful results.
- Axis/Allies mortor units should use smoke in a somewhat defensive manner.
- Brit AI officers will retreat when health critical as well as receive a health boost. They will exit buildings if needed. This may help the AI develop more experienced officers. Even with the continual health boost, they can still be killed although.
- Brit AI rifle smoke grenades should be used to assist nearby friendly squads when health critical and under direct attack. This will probably be a rare thing, but from time to time a few puffs of smoke should show up from the grenades.
- Allied AI will deal with producing the medic station much faster. Still limited to two total buildings.
- Brit AI will get a slight push towards building mortor and/or howitzer nests when the artillery doctrine is chosen. This may need some tweaking to fully utilize cuz we don't want to kill off the MG nests.
- ** Added a few other subtle AI changes... These should alter the overall flavor of the AI.

**
ToDo List:
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- Something not right with the *.ucs file(s). Gots to figure this out.
- Re-vamp AI smoke usage (Conditionals). Defense or offense. And does it even matter since smoke clouds both help and hinder at the same time?
- Re-vamp how AI places command trucks or at least slow them from moving all over the place. (Tasks?)
- Fix/enhance other wide spread abilities relic failed to. Sheesh, for the money we paid, couldn't they have at least tried?
- Re-vamp 'strategy_defense_purchase'. Push the brits towards AT guns when needed. Needs work.
- Get the PE scout car working even if half-assedly. Why didn't Relic do this?
- Get the PE vampire car working even if half-assedly. Why didn't Relic do this?
- Re-vamp production unit ability call-ins. There's a way to do this, but the SCAR coding may wreck MP play and save games if this mod doesn't "already" do that.
- On map arty not working so well. All of the AI on-map arty usage needs to be improved.
- Implement alternate vehicle abilities. Actually, this is pretty close to done?
- Hummel needs worked on. Priest overwatch needs some control.
- Add minimum combined arms (army) code. Similar to Warnstaff and Cpt.Combat code/ideas.
- Get Bergetiger working properly for at least recovery. Plenty of other units to repair things.
- Re-work how AI handles officer units (ALL).