Beginner human tactics 6.9 2020/10/31

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JackyLin
Forumer
Posts: 84
Joined: Mon Dec 10, 2018 2:55 am

Re: Beginner human tactics 4.9 2020/03/24

Post by JackyLin »

Beginner 2020/03/24 update 4.9
I. Fix the error that the opponent didn't go to demolish when the front of the non-aggressive building.
2. Fix the error that the building in front of the other party will not be demolished when it is not completed.
Three. Feudal soldiers will now withdraw from the type of restrained attacks.
4. Now when there is gold in the emperor era, the golden soldiers will be given priority.

JackyLin
Forumer
Posts: 84
Joined: Mon Dec 10, 2018 2:55 am

Re: Beginner human tactics 5.0 2020/03/26

Post by JackyLin »

Beginner 2020/03/26 update 5.0
1. Fix the problem that the 36 and 224 instructions are invalid.
2. Fix the minor error of forgetting to check the existence of TC coordinates when retreating.
3. Fix the bug that when there are enemies around a large number of villagers, these villagers will run all the way back to the main TC even when the enemies are far away.
4. Added 4000 elo version, this version is an abnormal level of difficulty. The 3000 version is no longer a pervert-level difficulty.

JackyLin
Forumer
Posts: 84
Joined: Mon Dec 10, 2018 2:55 am

Re: Beginner human tactics 5.1 2020/03/27

Post by JackyLin »

Beginner 2020/03/27 update 5.1
1. Improving the problem of villagers who always try to go to the same logging plant and mining area.
2. Now the construction position of TC will try to approach the trees instead of random.
3. Now the archers are attacked by armor, and the spearmen are retreated by armor and gunmen.
4. The 4000-amp version was added. I forgot to put it yesterday.

JackyLin
Forumer
Posts: 84
Joined: Mon Dec 10, 2018 2:55 am

Re: Beginner human tactics 5.2 2020/03/27 twice

Post by JackyLin »

Beginner 2020/03/27 Second update 5.2
1. Correction of a logical error caused by a superfluous rule when a meat horse retreats.
2. A new mechanism for castle-era conventional arms to withdraw from an attack immediately when faced with some of the subdued arms.

Felipe_EL_Guapo
Yogi
Posts: 250
Joined: Wed Jun 11, 2014 8:54 pm

Re: Beginner human tactics 5.2 2020/03/27 twice

Post by Felipe_EL_Guapo »

Hi Jacky. I recently tried it on DE and the scout had a suicidal behaviour coming too close to enemy TC. I probably tried the previous version but letting you know just in case.

JackyLin
Forumer
Posts: 84
Joined: Mon Dec 10, 2018 2:55 am

Re: Beginner human tactics 5.3 2020/03/28

Post by JackyLin »

Beginner 2020/03/28 update 5.3
1. The logging plant and mining plant occupied by the enemy in the wild will now be deleted.
2. When there were less than 40 soldiers in the past, twice as many enemy soldiers would shrink into TCs and military buildings, but now they are 10 soldiers.

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LightTree
Waheguru
Posts: 1608
Joined: Wed Mar 10, 2010 12:21 am

Re: Beginner human tactics 5.3 2020/03/28

Post by LightTree »

Thx for recent updates :).

JackyLin
Forumer
Posts: 84
Joined: Mon Dec 10, 2018 2:55 am

Re: Beginner human tactics 5.4 2020/03/30

Post by JackyLin »

Beginner 2020/03/30 update 5.4
1. TCs that have been occupied by the enemy in the field and are badly damaged (unable to garrison) will now be deleted.

JackyLin
Forumer
Posts: 84
Joined: Mon Dec 10, 2018 2:55 am

Re: Beginner human tactics 5.5 2020/03/31

Post by JackyLin »

Beginner 2020/03/31 update 5.5
1. Corrected the logic error of Command 113 and LuSnake's family would not send troops.
2. Added a mechanism that allows armored infantry to withdraw immediately when attacked by the Crooked Armed Forces.
3. The addition of conventional arms and some new mechanisms that will retreat when attacked by the slashing arms.

JackyLin
Forumer
Posts: 84
Joined: Mon Dec 10, 2018 2:55 am

Re: Beginner human tactics 5.6 2020/04/01

Post by JackyLin »

Beginner 2020/04/01 update 5.6
I. Added the mechanism of Rush in the era of Kuman Castle.
2. Now the way of avoiding TC, tower and castle is changed, it is no longer fixed to retreat towards the main castle.
3. Fix the logic problem caused by the official 3/31 update: (there is a code to find enemy buildings, which was originally only detected and covered, and now even the foundation will be detected)
1. When evading attacking buildings, the enemy's foundation will be included.
2. When selecting enemy buildings to attack, they will prefer the foundation.
3. When the enemy tower is attacked, the fort is pressed, and the TC explodes, the foundation will be counted twice.
4. The map will not be covered by the map.
V. Repair the TC that is not in the field but still in the ground state, and will not delete it when it is occupied by enemy forces nearby.

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