The General 1.2t

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Leif Ericson
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Re: The General and The Sergeant 1.2L

Post by Leif Ericson »

The General and The Sergeant 1.2L:

- Added boom build orders back in for supported civs that can play pocket knights
- Other civs will boom as pocket but will use the flank build orders before castle age
- Added ability to defend against trush strategies
- Added ability to delete dropsites that are near multiple towers
- Added ability to trade resources to construct a new TC when all the AI's TCs have been destroyed and encouraged allies to tribute more often when an ally needs resources for a TC
- Improved the research order of imperial age blacksmith techs
- Fixed a rare DUC micro bug that could cause a freeze
- Fixed a bug that caused an AI defending its town from saving for imperial age too early

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Leif Ericson
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Re: The General and The Sergeant 1.2m

Post by Leif Ericson »

The General and The Sergeant 1.2m:

Pretty small update.

- added escrow to save for siege weapons
- fixed issue with elite magyar huszar research
- reduced likelihood of switching to champions strategy

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Leif Ericson
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Re: The General and The Sergeant 1.2n

Post by Leif Ericson »

The General and The Sergeant 1.2n:

- fixed sheep exploring bug which sent some sheep to the middle of the TC
- decreased likelihood that the next sheep to be gathered fails to go under the TC
- more intelligent farming timing
- improved second mill construction on Yucatan

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Leif Ericson
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Re: The General and The Sergeant 1.2p

Post by Leif Ericson »

The General and The Sergeant 1.2p

Small update for Arena. The General and The Sergeant can play all civs except Armenians and Georgians on Arena, though no civs are heavily tested on this map. Technically The General can play all non mule cart civs on Arabia too, but they aren't heavily tested.

- Adds preliminary support for Arena by loading the defensive castle drop strategy for all civs (still can't play Armenians & Georgians). This strategy was previously only used for Spanish and Turks for The Sergeant, and it was originally designed for the Nomad tournament. Seems to work fine even if it won't be strong on all civs.
- Disables DUC army micro on walled maps
- Fixed a bug which could delay tech research for scouts
- Slightly modified castle placement for Arena
- Slightly modified attacking conditions for The Sergeant

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Leif Ericson
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Re: The General 1.2q (and other commanders)

Post by Leif Ericson »

Version 1.2q:

- adds "The Squire" AI which plays around the level of the Moderate difficulty DE AI
- all difficulty levels are now supported and tested for The General
- increased attack requirements for lower difficulties to be less aggressive
- made training delays on lower difficulties more consistent and no longer random
- build orders are more adaptable if number of trained villagers differs from the default build order
- fixed a bug caused by using up-modify-goal when up-modify-flag was intended
- fixed a bug that could prevent cavalry techs from being researched when scouts were the only cavalry unit being trained

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MrElephant
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Re: The General 1.2q (includes other commanders)

Post by MrElephant »

The Squire is finally out! Wahooo!
Author of Charon, Reactionary, Ahulane, and BlackKnight!

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Leif Ericson
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Re: The General 1.2r (includes The Sergeant and The Squire)

Post by Leif Ericson »

Version 1.2r:

- Very light update which no longer requires military superiority to train rams in imperial age, just total military numbers. Mostly an attempt to fix the no siege issue in one of the ladder matches, but I suspect the bug is elsewhere.

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Leif Ericson
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Re: The General 1.2s

Post by Leif Ericson »

The General 1.2s:

- Adds files to play The General in a way that mimics The General's play at lower difficulties when Extreme difficulty is played. This allows you to mix and match different strengths of the same AI in your matches. The commanders for each difficulty are as follows:
  • Extreme: The General
  • Hardest: The Captain
  • Hard: The Lieutenant (used to be called The Sergeant)
  • Moderate: The Sergeant (used to be called The Squire)
  • Standard: The Conscript
- Fixes a bug with unique unit training for non-General commander AIs
- Fixes a bug where the Tatars wouldn't load a strategy for non-General commander AIs

Note: The Conscript seems to have a few bugs to iron out. Hopefully will be fixed in a later version.

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Leif Ericson
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Re: The General 1.2t

Post by Leif Ericson »

The General 1.2t:

- Adds compatibility with Hideout, but it won't use DUC army micro or DUC scouting (yet). Additionally, The General will also now load on any map without errors, but it will play as if it's played on Arabia. DUC scouting is now only used on maps that are considered open land maps.
- Added wall deletion code for walls and gates near TCs, castles, or dropsites.
- Villagers will now also target rams attacking castles, not just rams attacking TCs.
- The General will now save up for more castle age techs for its support units.
- Added occasional retreat to regroup armies at the TC if not attacking.
- Increased preference for palisade wall targeting on Hideout.

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Aleph
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Re: The General 1.2t

Post by Aleph »

thx for new

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