The General 1.2s
- Leif Ericson
- Waheguru
- Posts: 1437
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 1.1a
I couldn't repeat the forward TCs in about ten tests, so I thought it was fixed. I never figured out which code was causing it to build them forward.
And lol, it happened in both games against ER. What are the odds?
If you guys are fine with giving me even more extra time, I'll temporarily remove the DUC TC rules and revert to the sn-town-center-placement rules. I'll probably want some time to test that it doesn't cause any bugs.
And yeah, double barracks was a bug. Another mystery. Some code is setting the number of desired barracks to 2, but I double checked the code and it shouldn't be possible.
But yay for beating ER 2-0.
And lol, it happened in both games against ER. What are the odds?
If you guys are fine with giving me even more extra time, I'll temporarily remove the DUC TC rules and revert to the sn-town-center-placement rules. I'll probably want some time to test that it doesn't cause any bugs.
And yeah, double barracks was a bug. Another mystery. Some code is setting the number of desired barracks to 2, but I double checked the code and it shouldn't be possible.
But yay for beating ER 2-0.
- Leif Ericson
- Waheguru
- Posts: 1437
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 1.1b
The General 1.1b:
- fixes forward TC bug (backup TC build system was setting sn-mining-camp-max-distance equal to sn-maximum-town-size)
- adds ability to play Huns (so I can test the knight rush in UP)
- removed DUC build system for non-dropsite buildings because it was occasionally unreliable, might add back in at a later date
- removed forward siege workshop until I can add better conditions for its construction
- removed some conditions to build watch towers in castle age, removed entirely in imperial age
- fixed a bug where The General occasionally failed to determine its correct flank/pocket partner in team games
- fixed a resign bug in team games
- deprioritized some techs to sustain military production when appropriate
- fixes forward TC bug (backup TC build system was setting sn-mining-camp-max-distance equal to sn-maximum-town-size)
- adds ability to play Huns (so I can test the knight rush in UP)
- removed DUC build system for non-dropsite buildings because it was occasionally unreliable, might add back in at a later date
- removed forward siege workshop until I can add better conditions for its construction
- removed some conditions to build watch towers in castle age, removed entirely in imperial age
- fixed a bug where The General occasionally failed to determine its correct flank/pocket partner in team games
- fixed a resign bug in team games
- deprioritized some techs to sustain military production when appropriate
- Leif Ericson
- Waheguru
- Posts: 1437
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 1.1c
The General 1.1c:
- Added conditions to build buildings at the back of the town when under attack
- Added counters for camels and fixed some logic issues that prevented support units from being trained
- Slightly improved tower placement to prioritize building near dropsites (place-point seems to sometimes place the tower 3-5 tiles away from the target point, not sure why)
- Increased prioritization of building lumber camps on forests near starting TC
- Improved rules for garrisoning soldiers when under attack
- Decreased villager sensitivity to attack forward towers
- Added experimental code for villagers to target rams
- Added conditions to build buildings at the back of the town when under attack
- Added counters for camels and fixed some logic issues that prevented support units from being trained
- Slightly improved tower placement to prioritize building near dropsites (place-point seems to sometimes place the tower 3-5 tiles away from the target point, not sure why)
- Increased prioritization of building lumber camps on forests near starting TC
- Improved rules for garrisoning soldiers when under attack
- Decreased villager sensitivity to attack forward towers
- Added experimental code for villagers to target rams
- Leif Ericson
- Waheguru
- Posts: 1437
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 1.1c
Reuploaded 1.1c due to a "rule too long" error in WK.
- Leif Ericson
- Waheguru
- Posts: 1437
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 1.1d
Uploaded 1.1d. It's a small update that prevents soldiers from staying garrisoned too long, prevents premature resigns in 1v1, and builds a market when defending.
- Leif Ericson
- Waheguru
- Posts: 1437
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 1.1e
Uploaded version 1.1e to hopefully fix the freezing bug in imperial. Please test to see if it works properly. There was a jump loop in the lumber camp construction code that could loop infinitely.
- Leif Ericson
- Waheguru
- Posts: 1437
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 1.1e
Reuploaded 1.1e to remove/fix some annoying chats.
- Leif Ericson
- Waheguru
- Posts: 1437
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 1.1f
The General 1.1f. Tiny update to hopefully fix the farming issue from one of the games. Some of the checks to increase the town size are removed.
- Leif Ericson
- Waheguru
- Posts: 1437
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 1.1g
The General 1.1g:
- now plays Incas
- soldiers are now more intelligent about when to retreat from enemy town centers
- several military techs are now only researched if the AI has a specified number of affected units trained
- removed most conditions for researching castle age and limited the training of excess villagers in feudal age
- adjusted the timing and limits of several buildings
- added small adjustments to countering and attacking rules
- now plays Incas
- soldiers are now more intelligent about when to retreat from enemy town centers
- several military techs are now only researched if the AI has a specified number of affected units trained
- removed most conditions for researching castle age and limited the training of excess villagers in feudal age
- adjusted the timing and limits of several buildings
- added small adjustments to countering and attacking rules