New stuff (basically):
-fixed Fortresses building improperly.
-Houses are now far away and more concentrated.
-Attack Plans can now continue during an attack, or be used properly by the defense manager.
-The Defense manager is overall more efficient, and able to detect attacks better. I've also laid grounds for different types of attack recognition, though it's not yet implemented.
-Ability to take care of annoying animals attacking citizens. To playtest this, check out Sahel Water Holes: Marilyn deals with the elephants (particularly true for player 3). This makes her MUCH more efficient than qBot on this particular map.
-Attack plans keep their tactics manager over several turns. Thus they should work better, I'm not sure what effect if has but it can only be good.
-refined a few stuffs in the queues to make everything easier, and made Marilyn build units for plans by batch of 3 and not 1
-Added a few stuffs here and there.
edit: see post below.
Overall, I did a few test drives, and I'm finding Marilyn much more resilient against the mighty qBot (alpha 8). She's more rarely defeated and I've seen fairly clear victories. On maps where animals are threat, she will now be much better than qBot.
There's a lot of tweaks to do (she builds too many fortresses, for example, and more importantly: making the defense manager understand that attacks too far away should not be pursued.), but I think I'll be able to actually add some stuffs in the next days (early scouting, raiding against villagers, this sort of things).
Edited by wraitii, 22 February 2012 - 08:36 AM.














