Advertisement
Guest User

Untitled

a guest
May 24th, 2019
120
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.26 KB | None | 0 0
  1. have castles focus down mangonels if possible.
  2. if forager > 4 but we have shore fish/deer nearby a mill or something, eat those.
  3. sub doesn't gather from fish traps
  4. fix up hardest cheats (who cares honestly)
  5. fallback mangonels if they are too damaged vs a tower (or any unit, for that matter...) TOWARD REPAIR MAN????
  6. tell villagers near damaged mangonels to repair it (just incase they are walking off like dumb dumbs :) )
  7. instead of a defensive castle, how about a forward castle in 1v1? (when possible)
  8. implement land nomad sheep explorartion, once we have a tc (foundation), stop and send the sheep to the town center foundation.
  9. cancel really far mills and cancel mills that are close to another mill (that's retarded)
  10. if we have castle drop strategy but there is no stone, make sure we switch to something like eew boom if meiso, knights if not meiso. (or if stone drop distance is too far, too -- lets not waste time gathering stone from very far.)
  11. mangonel split micro doesn't work for sub (focus fire)
  12. huns make mangonels in imperial age (useless)
  13. towers keep getting placed in pick off positions. (up-assign-builders c: watch-tower c: -1) time.
  14. disable annoy raid if we're advancing to castle/imperial
  15. remove/delete markets which are too close to the enemy / try a different position candidate afterwards
  16. pala/cavalier not enough wood for stables... so we need to save/gather more wood for stables.
  17. protect trebuchets better (dumby keeps losing them)
  18. sub shouldn't fight against korean guard towers in castle age
  19. forward siege workshop if we're winning (build line it) (1v1 only)
  20. up-build-line castles near docks if we can.
  21. we can reuse group 3 as that's only used for migration maps (for archer raiding)
  22. kor ram and pike forward on pocket
  23. in post imp if our civ count is < 100 and pop is < 170, we need to reboom. (after an hour of game time?)
  24. train black prince on azure falls island.
  25. villager transport to islands doesn't work anymore.
  26. mixed map strategy selection can be weird
  27. implement trade raid. (use hussars? mongol hussars are always helpful) (detect hussar civs)
  28. git tower on forward wood lines?
  29. implement sn-economy-level.
  30. switch to frush if our enemy has no land units and either a galley-line, fire-ship-line is detected. (vikings should switch to longboats)
  31. we still need some defense if our enempy dropped a castle, if we're flank, make elite skirms (or if turks, make some archers) if we're pocket, make some camels (if we can) otherwise we make knights. (if we're on an open map)
  32. 10. If archer raiding, fallback from attacking skirms (villager kills only)
  33. 11. Protect skirmishers back home if archer raiding (villager kills only)
  34. 12. Avoid knights if we're still feudal, avoid in castle if we're outmatched/outgunned -- divide the group size by 2 and compare to the enemy knight count.
  35. lure enemy skirmishers around with archers (add a runner unit?)
  36. sub doesn't fallback archers from enemies skirmishers if its outnumbered
  37. fallback skirms if gl-focus-fire-villager-only is enabled and there is no skirmishers in our base (and if they are too far away from our base)
  38. tsa wont get disabled if flank is dead for some reason.
  39. if we're not microing our scouts because an enemy is fc, we should individually control our scouts though. (object-data-tasks-count stuff)
  40. set-goals to camels when knights would have been a better choice?
  41. make sub go for wonders on jungle map (made by offwo jungle 3.12b)
  42. improve wonder targeting
  43. add michi tsa (aslong as one player is attacking, lets all attack)
  44. figure out why sub keeps flaring its flank over and over sometimes (pockets only?) - logging this now.
  45. improve drush control (rewrite)
  46. rewrite flank strats (archer flush, mix flush, skirmisher flush, m@a, drush. xbow) grush too, rewrite cav archer too?
  47. villm center tc spam? use up-point-contains to see if a tc is already at a point?
  48. groups 1 and 2 are available again, time to make archer raid scripts!
  49. rewrite search help.
  50. if we're archer flushing and we're against an opponent who is skirm rushing, remove skirmishers from our group and just attack the enemy with archers.
  51. building priority system (see Barbarian close build for info)
  52. escrow for ship upgrades (fast fire, galleon, cannon galleon etc)
  53. readd villager focus fire only
  54. eew should escrow for elite plumes.
  55. rewrite tsa enablers.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement