The General 1.2u
- Leif Ericson
- Waheguru
- Posts: 1443
- Joined: Wed Dec 09, 2009 8:15 pm
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Re: The General 0.9c
The General 0.9c:
Don't have time to list updates, but several improvements related to defense and booming.
Don't have time to list updates, but several improvements related to defense and booming.
- Leif Ericson
- Waheguru
- Posts: 1443
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 0.9c
Upon more testing, version 0.9c seems rather unstable. Sheep don't always return to the TC and there is leaky DUC at times. If you want a more stable version, please use 0.9b.
- Leif Ericson
- Waheguru
- Posts: 1443
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 0.9d
The General 0.9d:
- Fixes DUC leak (hopefully)
- Improves the TC projectile retreat code (which I think happened to have the DUC leak anyway)
- Fixes DUC leak (hopefully)
- Improves the TC projectile retreat code (which I think happened to have the DUC leak anyway)
- Leif Ericson
- Waheguru
- Posts: 1443
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 0.9e
Another small update.
The General 0.9e:
- Improves TSA targeting to prioritize castles and other important enemy buildings
- Fixes the issue where flanks would sometimes fail to construct defensive towers
The General 0.9e:
- Improves TSA targeting to prioritize castles and other important enemy buildings
- Fixes the issue where flanks would sometimes fail to construct defensive towers
- Leif Ericson
- Waheguru
- Posts: 1443
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 0.9f
The General 0.9f:
- adds compatibility for Nomad, LN, and starts where normal food resources aren't found or available (Dustbowl)
- flanks are more aggressive in mid-Castle Age
- adds compatibility for Nomad, LN, and starts where normal food resources aren't found or available (Dustbowl)
- flanks are more aggressive in mid-Castle Age
- Leif Ericson
- Waheguru
- Posts: 1443
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 0.9g
The General 0.9g:
- Adds generals for all civs (Mayan names are weird...)
- Minor improvements for LN
- Adds generals for all civs (Mayan names are weird...)
- Minor improvements for LN
- Leif Ericson
- Waheguru
- Posts: 1443
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 0.9i
The General 0.9i:
- nomad TC placement improvements
- initial attack is more persistent
- nomad TC placement improvements
- initial attack is more persistent
- Leif Ericson
- Waheguru
- Posts: 1443
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 1.0
Here's my redesigned version of The General. It's still in a beta state, and it currently sucks in team games. But its 1v1 play should be much more intelligent than its predecessor. Please use this version in the AI ladder but not in any other tournaments. Also, it only currently plays Arabia.
The General 1.0:
- New xbow rush strategy. Civs will now pick between FC knights, xbows, or eagles for their rush. No drush or flush strats yet, but they will come.
- New pocket booming strats. Way too passive atm, but can be strong against a passive opponent.
- Tries to intelligently adjust its behavior depending on whether it thinks it needs to rush, defend, or boom.
- Now counters enemy military (finally). Can sometimes counter the wrong enemy in team games.
- More specific military training depending on the strategy (doesn't just spam knights and trash the whole game).
- Added deer pushing.
- Dynamically adjusts gathering percentages.
- Improved tech prioritization.
- Uses DUC dropsite placement.
- Uses DUC scouting (around town only atm) and sheep scouting.
- Gathers defense soldiers near front of base (still needs further optimization).
- Added Debug chats (see original post for details).
- Improved resign rules (not properly tested but "should" work better).
The General 1.0:
- New xbow rush strategy. Civs will now pick between FC knights, xbows, or eagles for their rush. No drush or flush strats yet, but they will come.
- New pocket booming strats. Way too passive atm, but can be strong against a passive opponent.
- Tries to intelligently adjust its behavior depending on whether it thinks it needs to rush, defend, or boom.
- Now counters enemy military (finally). Can sometimes counter the wrong enemy in team games.
- More specific military training depending on the strategy (doesn't just spam knights and trash the whole game).
- Added deer pushing.
- Dynamically adjusts gathering percentages.
- Improved tech prioritization.
- Uses DUC dropsite placement.
- Uses DUC scouting (around town only atm) and sheep scouting.
- Gathers defense soldiers near front of base (still needs further optimization).
- Added Debug chats (see original post for details).
- Improved resign rules (not properly tested but "should" work better).
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- Swami
- Posts: 148
- Joined: Sun May 27, 2018 3:22 am
Re: The General 1.0
Do you plan to update it for DE?
0.9 seems to run though maybe not at full strength, but this version does not

- Leif Ericson
- Waheguru
- Posts: 1443
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 1.0
Yeah, I plan to adapt it for DE soon, probably after I optimize it for team games. I'm using a lot more DUC stuff than 0.9, so that might explain it.