
The General 1.1j
- FireBall37
- Swami
- Posts: 122
- Joined: Sat Aug 22, 2020 10:49 pm
- Location: United States
Re: The General 1.1g
Hey Leif your ai is getting really strong! I think The General has great potential for the future. The way he can boom while being aggressive and the way he spreads his mining camps are great. Keep up the good work! 

those hackers are just idiots, i spit on them
- Mabuse

- Leif Ericson
- Waheguru
- Posts: 1359
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 1.1h
The General 1.1h:
- Fixed a bug that occasionally stopped mining camp placement
- Hopefully fixed a bug that caused villagers to sometimes attack towers in the enemy's town
- Fixed a bug that occasionally stopped mining camp placement
- Hopefully fixed a bug that caused villagers to sometimes attack towers in the enemy's town
- Leif Ericson
- Waheguru
- Posts: 1359
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 1.1i
The General 1.1i:
- Adds Franks and Mayans
- Fixed a bug that caused the AI to incorrectly believe it was under attack, which occasionally caused offensive attacks to be delayed
- Made the AI slightly more aggressive when clearly winning
For Davis Cup, the civs should be used in this order: Aztecs, Huns, Franks, Mayans
Also, in testing the Mayans eagle warrior rush was able to beat ER.
- Adds Franks and Mayans
- Fixed a bug that caused the AI to incorrectly believe it was under attack, which occasionally caused offensive attacks to be delayed
- Made the AI slightly more aggressive when clearly winning
For Davis Cup, the civs should be used in this order: Aztecs, Huns, Franks, Mayans
Also, in testing the Mayans eagle warrior rush was able to beat ER.

- Leif Ericson
- Waheguru
- Posts: 1359
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 1.1j
The General 1.1j:
- Added ability for fully boomed players to tribute to allies that are lacking TCs or food to train villagers
- Better attack coordination. Team partners are more likely to attack when their partner is attacking or is under attack.
- Improved target enemy selection for better attack coordination.
- Added the ability for flanks to switch to different strategies in imperial age if current strategy is hard-countered by the enemy
- Added the ability for pockets to add support/counter units in imperial age
- Improved defensive tower placement so that the tower will now always be by a dropsite instead of sometimes being at the front of the base where it doesn't defend villagers.
- Improved reaction to man-at-arms flush for Aztecs
- Removed the DUC patrol order when starting a TSA attack. If no enemy objects were left at the patrol destination this occasionally meant that units were stuck patrolling to an unimportant spot instead of attacking.
This larger update finally adds the ability for allies to tribute for the first time (lol, why did it take this long?). The improved attack coordination leads to very aggressive pockets. For the time being this is what I want, since both flanks and pockets are using the aggressive strategies. Once I add the balanced or booming strategies this will likely change. The General is still pretty vulnerable to enemies that flush with DUC focus firing micro, and I'm not really sure what can be done about that until General learns how to flush. Maybe adding the ability to retreat or relocate villagers would help, not sure.
- Added ability for fully boomed players to tribute to allies that are lacking TCs or food to train villagers
- Better attack coordination. Team partners are more likely to attack when their partner is attacking or is under attack.
- Improved target enemy selection for better attack coordination.
- Added the ability for flanks to switch to different strategies in imperial age if current strategy is hard-countered by the enemy
- Added the ability for pockets to add support/counter units in imperial age
- Improved defensive tower placement so that the tower will now always be by a dropsite instead of sometimes being at the front of the base where it doesn't defend villagers.
- Improved reaction to man-at-arms flush for Aztecs
- Removed the DUC patrol order when starting a TSA attack. If no enemy objects were left at the patrol destination this occasionally meant that units were stuck patrolling to an unimportant spot instead of attacking.
This larger update finally adds the ability for allies to tribute for the first time (lol, why did it take this long?). The improved attack coordination leads to very aggressive pockets. For the time being this is what I want, since both flanks and pockets are using the aggressive strategies. Once I add the balanced or booming strategies this will likely change. The General is still pretty vulnerable to enemies that flush with DUC focus firing micro, and I'm not really sure what can be done about that until General learns how to flush. Maybe adding the ability to retreat or relocate villagers would help, not sure.
Last edited by Leif Ericson on Sat Apr 30, 2022 5:45 pm, edited 1 time in total.
- FireBall37
- Swami
- Posts: 122
- Joined: Sat Aug 22, 2020 10:49 pm
- Location: United States