Re: =◬= Illuminati AI =◬=
Posted: Fri Apr 14, 2017 12:35 pm
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
; 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