Maiar v0.12a

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ER
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Re: Maiar v0.07

Post by ER »

CheeseOnToast wrote:Armelon -- There appears to be an issue with Maiar when it plays water maps, it gets stuck in Dark Age making villagers forever.
IIRC it only plays land maps?
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He sent the invitation out the day after. Nobody attended.

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CheeseOnToast
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Re: Maiar v0.07

Post by CheeseOnToast »

ER wrote:
CheeseOnToast wrote:Armelon -- There appears to be an issue with Maiar when it plays water maps, it gets stuck in Dark Age making villagers forever.
IIRC it only plays land maps?
Let me correct myself :p "Mixed Water Maps" so ones like Baltic, Rivers, Scandi, etc.

Armelon
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Re: Maiar v0.07

Post by Armelon »

Yes Maiar does not yet play Full water, or maps that i defined as mix maps. however i have added and activated the proper load system i wanted to use for this. At mix maps i have made some first atempts, it was literaly the first code i wrote on in this AI, thats why it "pretends" to work for a while. However after failing to make it noteworthy better as Daedric i kinda gave up.

I will add some chat lines in future updates. Pointing out Maiar does not yet play water heavy maps if these are picked :)

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Aleph
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Location: Germany

Re: Maiar v0.07

Post by Aleph »

Should turn that off for now then and just play them like pure land maps. That's how I do it.
It will probably not play a lot of fencrazy seeds if it detects them as water.

Armelon
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Re: Maiar v0.08

Post by Armelon »

Tiny changes all around nothing major.

Eco knights agressive changed.
Eco knights 3 tc, 1 stable changed. Both 1 vill diffrent located only 11
Imperial eco's have been slightly alterd

Flanks should theoreticaly have a mining camp up faster and be able to switch into archers. assuming a full out man at arms rush doesnt do to much early damage.
Flanks have fletching earlier.

Trade is built slightly more effecticent.
Archer upgrades in imperial-age are added for skirms... for some reason i never did this...
Some unique-researches have been added to be researched.

And some other things here and there i dont remember. :)

scripter64
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Re: Maiar v0.08

Post by scripter64 »

Nice changes, thank you! :)

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LightTree
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Re: Maiar v0.08

Post by LightTree »

Thx for the work :).

Armelon
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Re: Maiar v0.09

Post by Armelon »

Another set of tiny changes all around.

And probaly more important, it should stop loading mix tactics in fencrazy maps :)

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LightTree
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Re: Maiar v0.09

Post by LightTree »

Thx for the update :).

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the1unknown
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Re: Maiar v0.09

Post by the1unknown »

downloaded, try it tomorrow, i can upload some screenshot if you guys want
"you don't have to be great to start, but you have to start to be great" -the villager

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