I have watched a couple of games of this AI now. Here is what i have noticed so far. (you probably are aware of those points, but ill still point them out in case you havent

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The games where on cometcatcher and altair crossing playing e323 vs RAI, vs two RAIs and vs me. Using XTA 9.585
- Commander doesnt use the D-gun, it ignores any attacks on its commander.
- AI makes very long buildques in its factorys, this isnt necisary for an AI i think.
- It doesnt build storms, (did the AI decide they arent cost efficient?)
- Economy works well at the start, but later on it goes nuts on T1 eco and still E-stalls (but continues to build MM & MMM)
- It sticks to only one lvl1 lab, but spams lvl2 labs. *1
- Most combat units are idleing in its base. Especially in the late game.
- Attackgroups are too small i think. During the first 10 minutes the size is perfect, but later on 4-8 units arent going to achieve much. *2
- Attack groups seem to ignore some threats. *3
- Units try to move on wreckages *4
- The groupmove widget that you added seems to cause some troubles if the group is moving through a small passage.
- It builds too much scouts. Keeping a scout on the wishlist all the time is good, but now it seems to spam zippers out of T2 labs.
- Con bots dont exit the lab if they want to build something next to the lab. Theyll block the lab.
- (this has been noted before) You can only have one E323 ai. The second will act strange.
*1) Maybe you should add a limit to the number of conbots that can assist a factory to prevent pathfinding troubles. Add support for nano turrets and make them when that point is reached?
*2) Perhaps it is possible to make the attack size of an army dependant on the economy and game time? or even take into account the army/eco size of the opponent.
*3)E.g. if there is a solar next to a LLT the units will shoot at the solar and ignore the turret while they could take it out and kill the solar afterwards.
*4) This makes the pathfinding go crazy and makes the unit useless. It gets worse when they are part of an attack group moving together. The entire group seems to get lost and change direction so often they cant shoot anymore.
Note about the mod (XTA)
This raiding thingie works pretty well with XTA, in other mods (ie BA) this will be a lot harder since its scout units cant take that much damage. Units in general are weaker, making it less likely to reach a mex or windgen.
The good things:
Your concept of a continuesly raiding AI works perfectly! I think this AI is very strong in the early game. Some humans may have trouble living through the first 15 minutes of E323.
Expansion works nicely too. Not as quick as the other AI but it makes up for that with its intensive raiding.
Really laughed at the first time i saw it spamming 10 peewees and overrunning RAI. Good job!
I am looking forward too new versions of E323