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Re: =◬= Illuminati AI =◬=

Posted: Fri Apr 14, 2017 12:35 pm
by Aleph
This will likely be the last version compatible with UP 1.4, unless there are any critical bugs that require an immediate fix.

; changelog 0.9a -> 1.0
; - rewrote retreat from TC/castle to consider rams in the proximity
; - will now stop military production to reboom when severely hurt in TGs
; - will now train spears vs enemy knights as flank
; - will now tribute resources to allies if asked and able to spare them
; - can now ask for tribute
; - can now research coinage and banking
; - can now retask shepherds to boar in dark age
; - can now retask foragers to farms
; - can now rebuild in TGs
; - can now also make camels in pocket krush
; - added Daedric and Tribal to the list of AIs it can coop-attack with
; - enabled Mayan KLEW in settings where there's no more than 2 enemies, except FFA and 1v2 (previously: only 1v1)
; - adjusted KLEW build order
; - will now fully idle its TC in early castle age when KLEWing
; - rebalanced pocket krush, will now be more agressive in early castle age
; - rebalanced fast castle build order
; - improvements to feudal age farming
; - improvements to garrison controls
; - slightly improved 1v1 scouting
; - increased window during which eagle flooders won't make supplementary units
; - replaced old code which could've caused a premature stop to home scouting in TGs
; - fixed a bug that would stop vill production to save pop space for trade carts too early
; - fixed 2v2v2(v2) not being detected as FFA
; - fixed strategy selection in uneven team games with player disadvantage (won't flush in that case)
; - fixed a bug that caused booming players to build a barracks in early castle age
; - fixed a bug that could cause the scout to attack enemy units when attempting boar steal
; - fixed a bug that could cause wood to be sold while researching castle age
; - fixed a bug that could prevent padded archer armour research in feudal age
; - many minor tweaks and fixes

Re: =◬= Illuminati AI =◬=

Posted: Fri Apr 14, 2017 1:15 pm
by scripter64
Illuminati 1.0 :) :)

Re: =◬= Illuminati AI =◬=

Posted: Fri Apr 14, 2017 1:21 pm
by Aleph
(up-change-name "I L L U M I N A T I")

Re: =◬= Illuminati AI =◬=

Posted: Sun Apr 16, 2017 9:50 am
by Aleph
small update for the BYM and Legendary Arena tournaments, hopefully now I can focus on 1.5

; changelog 1.0 -> 1.0a
; - changed default arena strat for some civs to boom
; - will now escrow paladin upgrade earlier
; - will now build a monastery earlier on arena-style maps if there are relics around
; - will now save 100 gold for a monk in the same situation
; - can now train camels as counter units instead of spearmen, depending on cavalry and infantry upgrades
; - can now research heavy camel upgrade
; - improved emergency tribute (only for allied Illuminati)
; - improved relocation
; - fixed a bug that caused a premature strategy switch on arena
; - minor adjustments

Re: =◬= Illuminati AI =◬=

Posted: Sun Apr 30, 2017 12:12 pm
by Aleph
minor bugfix update, still compatible with 1.4

; changelog 1.0a -> 1.0b
; - added missing eco balances for a few civs' unique unit strategies
; - removed obsolete aztec monk system (will be replaced with something better soon)
; - fixed a critical bug that would train and delete villagers at the same time
; - fixed a bug that could cause unwanted garrisoning
; - minor tweaks and fixes

Re: =◬= Illuminati AI =◬=

Posted: Tue May 02, 2017 5:26 am
by Aleph
1.0c is a lucky number, right?

; changelog 1.0b -> 1.0c
; - fixed a rare but CRITICAL BUG that caused the game to freeze

Re: =◬= Illuminati AI =◬=

Posted: Tue May 02, 2017 8:20 am
by scripter64
Sorry about that :lol:

Re: =◬= Illuminati AI =◬=

Posted: Mon Nov 19, 2018 2:14 pm
by the1unknown
Aleph wrote:1.0c is a lucky number, right?

; changelog 1.0b -> 1.0c
; - fixed a rare but CRITICAL BUG that caused the game to freeze
in a mix team game won vs barbarian .

Better team-work and no idle military units.


Image
here lost to promi (0 units).

it seems illuminati sometimes attacks the wrong buildings

Re: =◬= Illuminati AI =◬=

Posted: Mon Nov 19, 2018 5:47 pm
by Aleph
It only plays conquest. :lol: Looks like I forgot to specify that under settings.

Thanks for testing!

Re: =◬= Illuminati AI =◬=

Posted: Wed Dec 12, 2018 12:27 pm
by Aleph
Not the Illuminati we deserve, but the one we need right now.
A ton of improvements to general features and 1.5 DUC, but no major strategy changes yet. More to come.

Updated to v1.1! Now requires UserPatch 1.5.

; changelog 1.0c -> 1.1
; - new supplementary/counter unit system - will no longer make too many different unit types
; - overhauled retreat from TC/castle for much better reliability and versatility
; - will now also save scout from enemy TC
; - will now pick smush strategy more often (FC maps)
; - will now mine or buy stone when needed to rebuild/relocate its TC
; - vastly improved monk micro
; - monk micro now also works vs multiple opponents
; - mangonel micro now also works vs multiple opponents
; - made deer lure and boar steal more precise
; - improved many other duc features using 1.5 commands
; - improved mill placement and timing
; - improved land nomad TC placement
; - improved first lumber camp placement
; - improved team game resign rule
; - added a few 1.5 SNs
; - added Subjugator, Maiar and Pharaon to the list of AIs it can co-op attack with
; - fixed some problems caused by obsolete code
; - fixed a critical bug that happened if the initial barracks construction was cancelled
; - fixed a rare bug that could stop vill production while trying to rebuild
; - fixed a bug that would sometimes build a farm before having a lumbercamp
; - fixed 2 bugs that caused boar steal to be aborted mistakenly
; - fixed a very rare bug that could prevent buildings from being placed
; - fixed a rare but critical bug that could prevent building the first lumber camp
; - many minor tweaks and fixes