Meleon AI

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kunyi
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Re: Meleon AI

Post by kunyi »

:dance

scripter64
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Re: Meleon AI

Post by scripter64 »

Meleon 20151213-000000 released!
- Goths: new flank flush strategy
- Core: retreat system added
- Core: improved attack system
- Core: better economy balance

scripter64
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Joined: Fri Jan 16, 2009 8:36 pm

Re: Meleon AI

Post by scripter64 »

Meleon 20151213-000001 released!
- Core: fixed pocket/flank selection
- Core: added 32 additional names

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LightTree
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Re: Meleon AI

Post by LightTree »

THEY'RE BACK! (the frequent updates).

scripter64
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Re: Meleon AI

Post by scripter64 »

It's important to leave space there for up to 999,999 updates in a single day :lol:

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John the Late
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Location: Germany

Re: Meleon AI

Post by John the Late »

I thought they were the time (clock) it was released. :p

(UP 1.1 was a funny time, I remember setting up a game with a few guys and we all downloaded withing the same 5 mins but the last guy already got a new version again.)

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CheeseOnToast
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Re: Meleon AI

Post by CheeseOnToast »

When Meleon was being rushed, I've noticed a few problems:

- When under range unit aggression, it made no counters for those units when it was possible, for example, in a Japanese game I tested with (on Arabia) it trained battering rams instead of Mangonels (which would have done a better job against the archer aggression)
- It didn't re-balance its eco when it had 1.7k gold (didn't buy any resources from its market)
- It tried to build a defense castle but it was unsuccessful.
- Perhaps a defensive watch tower will help it if it attempts to fast castle?

scripter64
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Re: Meleon AI

Post by scripter64 »

Meleon 20151214-000000 released!
- Core: reduced strategy file size by moving shared rules out
- Core: adjusted pocket/flank targeting and scouting
- Core: will flare targeted enemy when ready

Thanks for testing, COT! I'll try to work on those things soon :)

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CheeseOnToast
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Re: Meleon AI

Post by CheeseOnToast »

Thanks for the update!

Something else I've noticed:

When Meleon is under attack and its training units to counter an enemy, it doesn't garrison them inside its buildings while training, I think if it did this and was able to mass up its units it would have a better time defending and countering rushes. In one instance I saw, it was Feudal Aztec vs Castle Aztec. The Feudal Aztec rusher had Archers while Castle Aztec was trying to train eagle warriors and skirmishers but the problem was as soon as it got trained it'd lose it due to the numbers disadvantage.

scripter64
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Re: Meleon AI

Post by scripter64 »

Meleon 20151215-000000 released!
- Core: added gather-inside for low unit defense
- Core: adjusted wood for farming and trade
- Core: minor attack adjustments

Thanks again, COT! Hopefully, the gather-inside stuff helps for that.

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