The General 1.2b:
This version brings some fairly substantial DUC improvements, though it's mostly bug fixes. This version is basically what 1.2 was intended to be. Several important features are still missing (and there's probably still bugs too
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DUC Army micro fixes:
- Fixed an issue with DUC nearby target selection where some nearby units and buildings weren't found in DUC searches because of the 40 remote list limit. The DUC now takes advantage of the extra storage space of the local list to consider as many possible nearby targets as possible.
- Fixed bugs related to retreating out of range from dangerous buildings and bugs related to targeting units within range of enemy defensive buildings. Groups are much less likely to quickly alternate between retreating and attacking. Right now the DUC groups need more conditions to go within range of enemy TCs and towers, but this will be added later.
- Fixed a bug where the AI would find no suitable destination's in the target enemy's town and then choose to select a destination in another enemy's town instead.
- Fixed a bug where groups would occasionally use the wrong formation.
- Increased the likelihood of groups choosing dropsites as attack destinations and decreased the likelihood of groups choosing houses as attack destinations.
- Melee groups are now more likely to change nearby attack targets when a higher priority unit is spotted.
- Adjusted nearby attack target priorities for various group types. Cavalry are now much more likely to prefer attacking spearmen.
- Minimized the number of rule loops the DUC micro code uses when possible. Hopefully improves game performance. Earlier code often looped through the entire 40 indexes of remote list even if it wasn't full.
- Groups now use the location of the middle unit of the group as the group's location, instead of the average location of all units in the group. This prevents issues where the group's "location" isn't near any units if the group is very spread out.
- Groups are more selective about when they regroup or when they combine together.
- Groups that are regrouping together should now respond to units attacking the group instead of standing idle until the group is gathered.
- Made small adjustments to min and max DUC group sizes that dynamically account for enemy military size.
Other Fixes:
- First attack starts sooner, usually when the AI has between 6 and 9 soldiers, instead of being too scared of being behind in pop and waiting until later.
- ID loops are now more efficient. The AI now tracks how many objects are on the map and only searches a few hundred beyond this number, instead of searching through the theoretical maximum number every time.
- Fixed issue with dynamic gathering system where the AI would not save up all the necessary resources for certain buildings, especially TCs and castles.
- Fixed issue where castle age and imperial age farms were only built when the AI had no idle farms. This hurt its boom. The boom is still relatively weak because it is often selected late, but if selected early enough it should keep up with the DE AI.
- Removed some DUC villager retasking rules which may have caused gathering percentages to not assign villagers correctly to each resource.