The General and The Sergeant 1.2n
- LightTree
- Waheguru
- Posts: 1608
- Joined: Wed Mar 10, 2010 12:21 am
Re: The General 0.6a
Thx for the work on it Leif, keep going .
- Leif Ericson
- Waheguru
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- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 0.7
Adds camel rush for Indians. A couple other civs have some civ-specific army comps but still uses knight or eagle warrior rush.
The General 0.7:
- added needed resources for TC, Mill, MC, LC, Blacksmith, Market, Monastery items (to be completed for all buildings)
- added better conditions for age advancement to match enemy players
- delayed market construction for some strategies
- adjusted build order to train more vils in Dark Age
- added hardcoded retreat if first attack lasted until 30 min mark
- added long-term strategies and adjusted desired military for them
- added civ-specific desired military counts for Azt, Bri, Inc, Ind, & Myn
- added crush strategy for Indians
- increased market trading
- increased trade cart training in late game
The General 0.7:
- added needed resources for TC, Mill, MC, LC, Blacksmith, Market, Monastery items (to be completed for all buildings)
- added better conditions for age advancement to match enemy players
- delayed market construction for some strategies
- adjusted build order to train more vils in Dark Age
- added hardcoded retreat if first attack lasted until 30 min mark
- added long-term strategies and adjusted desired military for them
- added civ-specific desired military counts for Azt, Bri, Inc, Ind, & Myn
- added crush strategy for Indians
- increased market trading
- increased trade cart training in late game
- Leif Ericson
- Waheguru
- Posts: 1423
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 0.7a
New update. Should be more efficient overall.
The General 0.7a:
- added Aztec generals
- fixed Slavs house construction bug
- added smarter placement for buildings (tower by LC, castles on forward edge of town, etc.)
- removed unnecessary techs before initial attack
- added simple retreat from TC/castle projectiles
- mills constructed more consistently
- improved switch from foragers to farmers
- improved switch to trade carts, slightly
The General 0.7a:
- added Aztec generals
- fixed Slavs house construction bug
- added smarter placement for buildings (tower by LC, castles on forward edge of town, etc.)
- removed unnecessary techs before initial attack
- added simple retreat from TC/castle projectiles
- mills constructed more consistently
- improved switch from foragers to farmers
- improved switch to trade carts, slightly
- Leif Ericson
- Waheguru
- Posts: 1423
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 0.8
New big update!
The General 0.8:
- added tech prioritization system
- added escrow for prioritized techs and buildings
- some civs now train different units based on their civ strengths
- improved attacking/stop attacking conditions
- newly trained soldiers garrison in buildings when under attack
- more efficient TSA system
- fixed resign bug
- improved boar gathering consistency (I hope)
- added exploration for sheep, forage bushes
- more consistent mill construction
- added temporary corner market code (needs to be replaced with DUC eventually)
- improved TC construction locations (will now be placed adjacent to resources)
- fixed trebuchet training bug
- improved General name randomization
- added Briton, Byzantine, Celtic, Frankish, Gothic, Hun, and Mongol generals (mostly names only, no personality yet)
- Vietnamese flare enemy locations
The General 0.8:
- added tech prioritization system
- added escrow for prioritized techs and buildings
- some civs now train different units based on their civ strengths
- improved attacking/stop attacking conditions
- newly trained soldiers garrison in buildings when under attack
- more efficient TSA system
- fixed resign bug
- improved boar gathering consistency (I hope)
- added exploration for sheep, forage bushes
- more consistent mill construction
- added temporary corner market code (needs to be replaced with DUC eventually)
- improved TC construction locations (will now be placed adjacent to resources)
- fixed trebuchet training bug
- improved General name randomization
- added Briton, Byzantine, Celtic, Frankish, Gothic, Hun, and Mongol generals (mostly names only, no personality yet)
- Vietnamese flare enemy locations
- Esty
- Waheguru
- Posts: 1159
- Joined: Wed Dec 30, 2015 7:37 am
Re: The General 0.8
small feedback :
tested a 2v2 huns + aztec versus Natural Selection.
The aztec had such a bad map with a forest quiet far. The first LC was built in the middle of nowhere ; despite a dropsite-min-distance > 15 it built a farm. Fortunately, it built a 2nd LC before starting spamming other farms, which is a good symptome. My suggestion would be to build a first farm only when you have got at least one LC built correctly, to prevent a mess.
I get why the_general builds a defensive tower asap in feudal, considering that most of the UP AIs use to train armies in feudal ; but i think that the AI might take the decision to build a tower or not regarding what the enemy is gonna do ; the 125 stone used is a waste if the enemy is just gonna FC. In davis cup, The General will face many old school AIs in first rounds, and some of them wont have any early army. You should give to General the opportunity to save the stone for the early castle-age, if a tower isn't requiered.
In imperial age, The General as huns did the whole job ; The aztec had issues in attacking its opponent, its units remaining static at home despite being 80. I remember having had a similar issue with Pharaon, it was due to a bug with the target-player-number, whose i assigned a value from a goal which wasn't set correctly. You've got maybe a similar issue.
Hope it can help you
tested a 2v2 huns + aztec versus Natural Selection.
The aztec had such a bad map with a forest quiet far. The first LC was built in the middle of nowhere ; despite a dropsite-min-distance > 15 it built a farm. Fortunately, it built a 2nd LC before starting spamming other farms, which is a good symptome. My suggestion would be to build a first farm only when you have got at least one LC built correctly, to prevent a mess.
I get why the_general builds a defensive tower asap in feudal, considering that most of the UP AIs use to train armies in feudal ; but i think that the AI might take the decision to build a tower or not regarding what the enemy is gonna do ; the 125 stone used is a waste if the enemy is just gonna FC. In davis cup, The General will face many old school AIs in first rounds, and some of them wont have any early army. You should give to General the opportunity to save the stone for the early castle-age, if a tower isn't requiered.
In imperial age, The General as huns did the whole job ; The aztec had issues in attacking its opponent, its units remaining static at home despite being 80. I remember having had a similar issue with Pharaon, it was due to a bug with the target-player-number, whose i assigned a value from a goal which wasn't set correctly. You've got maybe a similar issue.
Hope it can help you
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
- Leif Ericson
- Waheguru
- Posts: 1423
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 0.8
Thanks Esty. I'll add those things to the to-do list. Do you have the rec where Aztecs didn't attack?
- Leif Ericson
- Waheguru
- Posts: 1423
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 0.8a
New small update. Will post changelog later.
- Leif Ericson
- Waheguru
- Posts: 1423
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 0.8b
Bug hopefully fixed. TSA was capping out before enemy was destroyed.
- Leif Ericson
- Waheguru
- Posts: 1423
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 0.8
Never mind. TSA is broken somehow. Please revert back to version 0.8.
- Leif Ericson
- Waheguru
- Posts: 1423
- Joined: Wed Dec 09, 2009 8:15 pm
- Location: United States
Re: The General 0.8c
Pretty sure I fixed the TSA bug.
Still have to make some changes to consistently beat other AIs in Davis Cup pool. Currently loses 1/3 games to Ranger.
The General 0.8c:
- initial attacks are more persistent
- fixed player targeting bug that (I think) would change the target player to Gaia
- better lumber camp construction locations
- fixed boar hunting code
- improved exploration for sheep and forage
- pockets no longer build defensive towers
- cheap upgrades and techs prioritized in later ages
- Incan civ gathers llama
- fixed far TC construction
- market trade starts slightly earlier
Still have to make some changes to consistently beat other AIs in Davis Cup pool. Currently loses 1/3 games to Ranger.
The General 0.8c:
- initial attacks are more persistent
- fixed player targeting bug that (I think) would change the target player to Gaia
- better lumber camp construction locations
- fixed boar hunting code
- improved exploration for sheep and forage
- pockets no longer build defensive towers
- cheap upgrades and techs prioritized in later ages
- Incan civ gathers llama
- fixed far TC construction
- market trade starts slightly earlier