-
Optimizations on placement of fast expansion code is it calculates before the pathing checks.
-
Balance adjustments to upgrade researches so certain upgrades are more likely to be researched.
-
Fixed an issue where there where missing requirements and needs for the hippo rider.
-
Reduced liklyhood of tower rush in ffa type matches.
-
Fixed an issue where rocket tanks had some missing needs
-
Army now only coordinates with tree of life in an ancient expansion attack if creeps are weaker.
-
Fixed an issue where only 3 peons could mine gold at starting mine instead of 5.
-
Goblin tanker now chooses rockets above pocket factory due to bad usage of factory by amai.
-
Reduced chance of dryads being used against enemy peircing units
-
Reduced front radius to 900 down from 1100
-
Fixed an issue where natures blessing is never researched
-
Fixed an issue where lumber mills would not be built next to lumber stores
-
Disabled some ineffective harass attacks
-
Fixed the buildatmine function which was not working at all. You should notice this being used by orcs and undead.
-
Fixed an issue where ziggurat selling was broken
-
Strategies now only change to strategies that have 20% more priority than the current strategy. Prevents changing to strategies when there is no need as current strategy is pretty effective.
-
Fixed an issue where an extra farm was built at the mine than needed
-
Fixed some missing key upgrades in undead strategies
-
Small tweaks to focus fire code to improve its effectiveness
-
Fixed a crash that could occur in the building loop so ai would stop building at all
-
Fixed an issue where a peon could not be obtained to do racial strategies
-
Fixed an issue with the pathing scan where it could fail so amai could never expand to a mine.
-
Fixed an issue where amai would start building at expansion before all creeps had been killed.
-
Optimizations to the pathing scan to increase its calculation speed. Especially for larger maps which generally take much longer.
-
Fixed an issue where amai only wants to build an expansion for a few seconds
-
Strategy tweaks so anti stength values are more accurate
-
Fixed an issue where healing ghouls would switch between cannablizing and harvesting wood.
-
Fixed an issue with the scroll of healing usage so hero now waits for the units to be close by to him before using the scroll
-
Major change to the way advanced upgrades work to fix issues in the upgrade priorities getting to high that they supersede everything else and preventing tier upgrades.
-
Change to hero bonus strengths. In general they have been reduced.
-
Calculation of hero strength now degrades when hero is hurt.
-
Preventions made against the tree of life in ancient expansion failing to entangle mine and joining the ai's army instead.
-
Fixed an issue where tree of life in ancient expansions would unroot when enemy forces are close by.
-
Distraction attacks now require 3 times the amount of forces up from 2.
-
Fixed an issue where computer would stop doing anything when only 3 units where harmed. They only do this now if the overall army is hurt.
-
Fixed an issue where racial shops would not be built.
-
Fixed an issue where amai would use neutral buildings before guarding creeps had been killed.
-
Fixed crash bugs in ROC version
-
Reduced town threatened radius to 1500 down from 3000.
-
Orange creep camp strength bonus increased to 2 from 0
-
Fixed an issue where a certain micro hero rule was using the overall player strength instead of strength in the vicinity of hero
-
Reduced the teleport threat distances.
-
Fixed an issue where item jobs all counteracted each other so hero would get confused and wouldn't buy the items.
-
Fixed some calculation errors in the peon builder system.
-
Fixed a rare bug where amai loses its targets position as target killed so never exits attack
-
Fixed an issue where units would go back to attacking creeps when a town is threatened
-
Fixed an issue where player would finish its attack before killing all buildings in the area
-
Unit strength calculations are now the average of the units level and food. Not the sum.
-
Newest added global setting will not be set to its correct value due to perl limitations so you will be have to set this yourself.
-
The compatability with original blizzard ai scripts has been improved further so that now no changes at all are required to the scripts. All scripts work fine with AMAI's common.ai. ( There is only one possible issue with custom scripts please see the AMAI vs AI section for details )
-
Fixed a bug where turning debug mode on could crash amai
-
AMAI now uses grimore dll injection instead of SFMPQ as the executable. This fixes bugs with the ROC version using TFT stats and now allows you to start amai in a window or other parameters.
-
Load of script clean up stuff removing obsolete code etc
-
minimum and maximum is now superseded by Min and Max function calls.
-
DisplayToAllDebug function is now called Trace but no functionality has changed.
-
A few small changes to prevent multiplayer dsynchs when debugging mode is turned on
-
Added 'mine' type that determines version gold mines to standardunits.txt.
-
Added 'lumber' type that determines the drop off point structures so they are built next to trees to standardunits.txt
-
Added 'zigg' type to determine structures that are ziggurats to standardunits.txt
-
Removed an invalid setting from the ROC version
-
Fixed zepplin issue that could occur causing zepplins to constantly pick up and drop unit its supposed to be unloading.
-
Heroes now have bonus strengths depending on there harassing abilties and relative strength. So with those heroes and an agressive profile they should once again do single hero harasses or go straight to creeping instead of sitting back waiting.
-
Fixed some pathing determination issues on large maps..
-
Fixed some grave errors in profile strength calculations where some unit types where calculated twice making computers appear stronger and profile choice would be further biased.
-
The new retreat system has been improved to take account of the profiles aggression. The higher the aggression the more enemy units needed to make the computer retreat.
-
Fixed an issue related to ghoul harvesting when wood rescource was low the attacking ghouls would be set to only 4 no matter what. This meant the ai's strength would also be incorrectly calculated as low. Now it is changed to be max 4 harvesting. The ghouls will still all harvest when no attack is running.
-
Fixed two amai script crashes when buying neutral units or items.
-
Missed a defend town code that didn/t have the knew let it die detection features in
-
Militia Expansion systems have been further improved and optimized. The militia sent will stay up there a build the hall. This dosn't include fast building it. That has yet to be optimized.
-
Fixed some strategy comflict issues with tower rush preventing tower rushes from working.
-
Ancient expansion has been completly re-worked and has had millions of bugs fixed.
-
Town hall human fast building has been modulised into a job in preparation of making it work for any building you wish. (This is to allow humans to be extremly effective at quickly building up base hopefully in the future when have loads of resources)
-
Fixed an issue where illusions where being healed and treated as real units. This should prevent AMAI trying to save illusion units.
-
Militia expansion chance increased to 60% from 40% due to much smarter behaviour.
-
Fixed an issue with AMAI not using moonstones or orc healing pots.
-
Fixed an issue where AMAI wont retreat to save his threatened town.
-
Fixed many issues with the core attack systems.
-
Improved behaviour when town is threatened.
-
Fixed issue where ghouls wouldn't harvest wood moment they researched cannabalize, even if no corpses available .
-
Fixed an issue where AMAI would do distraction attacks when creeping.
-
Fixed an issue where if no pathable goblin merchant is available, AMAI will never buy its own shop items.
-
Undead will now build necropolis or graveyards depending on how far away mine is and its amount of rescources. This is to try and prevent issue of undead running out of wood as ghouls just stayed at main base to harvest.
-
Undead now go to goblin merchant to get healing scrolls if its not tier 3.
-
Tower rush percentages have been increased for further away bases. 33% for really close, 25% for close, 16% for far, 7% for furthest allowed distance away. Tower rush also now ends if the player being rushed is defeated.
-
Ancient Expansion probability is now 43% up from 33%
-
Fixed an issue where distraction attacks would occur even if units where in critical states
-
Fixed issue where racial_expansion was used in non undead scripts. This variable now works for non undead scripts
-
When hero goes to buy a emergency healing item,. he can now buy and use other items if he can't get a healing potion.
-
Fixed an issue where the creeps guarding mine locations had there strength incorrectly calculated.
-
The mine calculated for fast expansions has a 25% chance of choosing a second mine that could also be used.
-
Town threat no threat distance is now set to 3000 from 3250 to try and reduce effects of an issue on maps where bases are really close together that makes AMAI always think its base is threatened. This is only a temp fix. The army control systems will either just need more global setting changes or a re-write.
-
Fixed an issue where language selection does not work it is always english. (cause was due to too many threads, had to merge 2 threads together as warcraft only supports 5 threads before reusing old ones)
-
Fixed an issue where nightelf would not harvest from expansion gold mines.
-
Fixed issue on large maps with multiple taverns an issue where it could not detect a tavern. This resulted in it training a normal hero from its altar as replacement and is what caused the heros not choosing skills due to unfixable limitations. This should no longer occur. (custom maps with unreachable or guarded taverns will still result in the normal replacement hero being trained who will still have no skills. This issue is unfixable due to limitations in the script core)
-
Strategy upgrades have been further reworked with new dynamic upgrades by implementing a new build advanced upgrade function. These are upgrades that are built based on the number of units. So if amai has alot of priests, amai is more likely going to do the priest upgrades. Also fixed an error with nightelves strategies as it was using a badly implemented testing dynamic upgrade system and wasn't working well.
-
Fixed issue where micro scripts failed to check as regulary as before. I had left some values from tests so by next check unit would already be dead so resulted in computer losing too many units early.
-
Reduced the distance that AMAI can do a militia expansion to 6500 from 8000 as i have tested and this seems to be the best range where militia expansion attacks are more succesful as the mine isn't far away.
-
Increased focus fire melee distance from 80 to 200 so that focus fire in melee has a better surround attack, not increased too high though so that melee units suicide themselves trying to attack a unit it can't reach.
-
Increased flee health percentage from 0.25 to 0.3, this is more in line with when the invisibility spell is cast by blizzards hardcoded systems to protect units.
-
Fixed an issue where focus fire was only running for units that needed healing. Its now the otherway round as it should be. Also made improvements in detection of units and better detection of immobilised units and buildings.
-
Made some improvements so computer can focus fire on immobile units with higher prority, and can also focus fire on buildings
-
Fixed error in code for building shredders if boolean race_use_shredder enabled.
-
Added a micro hero rule so it dosn't waste a town portal when hero is dying and only 1 or 2 friendly units left. (Should fix issues when hero townportals while creeping)
-
Fixed an issue in night elf strategies where it was heavily building units that are not actually a part of the strategy, so in effect the actual units from strategy dont appear to be built because these other units had higher prority.
-
Other racial strategy improvements to fix issues such as amai ending up always picking the similar strategy. e.g. human would nearly always build sorceress every game so building the counter was all that was required to win
-
Fixed an issue where focus fire was incorrectly calculating its own range strength by including dead ranged units .
-
Fixed an issue where heroes would still buy items from the goblin merchant even when town was threatened and also improved so heroes will not buy items when they are in an attack. Loss of an important hero when attacking is a bad idea.
-
Fixed an issue where if the other hero was in the selection of the shop and another hero wants to use the shop it cant as selection was on another hero.
-
Fixed issue resulting with AMAI still creeping air creep camps with insufficient anti air units.
-
Improved town defense so it wont continue to protect an expansion if enemy slaughtered his army.
-
Fixed issue related to AMAI retreating from battle but then changing its mind while being chased. Now fixed to make AMAI return home. This only occurs when AMAI retreated, otherwise it chooses its next target like usual.
-
Increased the priority to build the emergency healing items when army needs healing. Hopefully will fix issue of orc AMAI players not healing its army.
-
A load strategy improvements including merging of particular strategies which where just repititions of others in some form.
-
Added improvements to amai team play so that team follows a lead AMAI player. If that leader dies than the team leader switches to someone else. This fixes some of the messy behaviour in team play and keeps them working together in unison as well as being able to still take care of themselves.
-
Improvements to Hero Selection by AMAI so they choose heroes that better resemble the current battle.net going on's more reliably.
-
Improvements to Strategies including some new anti racial strategies and strategy priority. Will use more varied selection of strategies for the initial strategy. Also AMAI can once again do fast techs and they are also much faster and more effective than they used to be when they were working.
-
Fixed small bug where units going home could freeze on the spot.
-
Zepplin code has been updated fixing odd zepplin bugs and works correctly with the new micro systems.
-
Revised the disabled heal army code to re-enable the mass healing items and to not do an attack until the critical condition army is healed. Also added code for nightelfs to use moonstone to refill moon wells and force orcs to use there healing salve in the healing situation so that they heal effectivly and do not just stand around waiting for there health to regain naturally.
-
Fixed bug in the retreat army code resulting in it not working properly and also made some small improvements where will overide the blizzard calculations and retreat straight away if in a vastly losing situation. (otherwise did fighting to the death fighting and having to micro all its units home then get wiped out) Will also aid in preventing amai's army being spread too thin.
-
Fixed a Focus Fire Bug which made focus fire not work correctly.
-
Fixed Undead crash bug in the micro units code that kills the undead player job system. Smart Statue control has therefore been disabled till it can be reactified.
-
Fixed a issue where Zeppelins would try to pick up flying units.
-
Fixed an issue where Zeppelins would try to pick up dead units.
-
Improvement to Ghoul Lumber harvesting so there is always 1 ghoul harvesting even when it sends all ghouls. Otherwise causes some issues with lumber needs.
-
Increased the chance that the human player will do a militia expansion .
-
Improved night elf usage of hide when saving dying units. Should hopefully improve cloak of shadows item usage too.
-
Major memory leak issues in micro unit and micro hero job codes fixed.
-
Added fixes that hopefully aid in prevention of army rallying to point where amai loses its heroes.
-
Fixed issue where heroes teleported to defend base even though they were closer than the high_threat_distance. This wasn't when the hero was dying.
-
Fixed issue where if the expansion peon to build town hall dies than a new expansion peon could be chosen from the base which was ineffiecient.
-
Fixed issue where amai would do an harass attack when his town was threatened.
-
Added 9 strength prediction rules to AMAI
-
Fixed issue with militia expansion where it would choose a peasant from far at base. The fast build also has been improved to choose the nearest peasants too instead of those at the base.
-
Mass Healing item control has been improved to encompass all manners of healing items including the orc pots and scrolls from merchants. This improves the healing process of army especially for orc ai players.
-
Fixed a bug that could cause the job system to crash when a unit that was rendered immobile trys to be microed.
-
Fixed a bug where the AMAI would stop building past a certain point if it required a tavern hero but tavern is not reachable. Now AMAI will dynamically re-choose a standard hero instead.
-
Fixed issue where AMAI would enact a town portal spam.
-
Reduced the strength bonuses applied to orange camps from 5 to 3 and red camps from 10 to 6
-
Hopefully Fixed an issue relating to players trying to town portal to a town that is still under construction and resulted in army just townporting to his home town.
-
Removed the old heal army function call which would heal the army when preparing an attack. This would cause army to return home as not till the healing phase had finished, would attack occur. This bug affects large armies more. Also this could clash with the new job system version of healing units.
-
Undead uses moon wells on by default. Who knows why. Its now turned off.
-
An improved micro units home system by using a job system, allowing them to stay under ai control while at home base (so they can defend if needed) and hero will intelligently use shops to get its racial healing item (if a merchant item will go to nearest merchant)
-
Fixed certain issues where AMAI would declare defeat falsly.
-
Fixed an issue related to the ai giving up and its buildings not being destroyed.
-
Some tweaks and improvements to the AMAI expansion system. Improved choice expansion.
-
Fixed issue where Micro Job works on peons effectivly disrupting there rescource collection routine.
-
Improved hero detection so micro occurs around the correct hero in the fight.
-
Small Tweak to strength needed to fight creeps.
-
Fixed issue related to heros getting stuck as not available (due to they are apparently healing). This could cause attack sequence to fail.
-
Tweaked liklihood of ancient expansion and tower rush to 33% down from 50 and 40% respectivly.
-
Tower rush like ancient expansion will only occur with 2 possible heros instead of any hero.
-
Fixed the issue where units are sent to attack and point continously. This bug came back from the dead, hopefully fixed again now.
-
Increased range of call to home so units not called home early so can't defend base out edges.
-
Fixed issue on large or unique maps where the computer would not know about the existence of far away neutral buildings.
-
Fixed issue where advanced unit micro systems where disabled.
-
Full Threat distance reduced slightly to not pick up armies extremly far away and try to defend against them
-
Fixed strength levels for teleport settings. It had not been updated for the new current strength system
-
Fixed many memory leak bugs from old code sections.
-
Fixed code duplication issues that was caused by having the same function repeated but would remove the location or group passed to it. This makes making changes complicated. All destruction of local variables should be done in the function that it was declared in.
-
Fixed an issue that was causing the ancient_exp_loc variable to be cleared instead of kept so ancient expansion issues would occur.
-
Fixed an issue with ancient expansion that could result in the tree of life to never unroot and was stuck in some bad position
-
Increased detection radius of heros near the ancient expansion tree so that it will start attack earlier.
-
Increased ancient expansion distance from mine. On some maps it was still too close to the creeps and was detected by them.
-
Debug messages for ancient expansion always came up even if debug setting was off
-
Fixed an issue in ancient expansion that when mine was undefended, computer would keep sending wisps to build tree of lifes at the mine spamming tree of lifes everywhere.
-
Fixed an issue with AMAI attacking center of map. This issue did not really affect beta 4 but was present just never activated. Was to do with an incorrect variable being set to null.
-
Fixed issue with AMAI ancient expansion where army would regain control to other things so effectively would abandon the tree of life behind to fight on its own.
-
Fixed an issue where strength levels picked up hidden units (i.e. used by custom maps and certain AMAI calculations). This messed up the strength system and now should no longer think army is really strong.
-
Fixed issue where units to use mana fountain wouldn't lose there guard position.
-
Fixed issue where tree of life would not uproot.
-
Portuguese Translation has been implemented (thanx to Imba)
-
Small improvement to micro hero home code to make them go to the nearest own shop for a nice healing potion etc.
-
Fixed a bug with creeping making them constantly attack creeps too strong for them.
-
Fixed bug in the system to prevent units returning to base when creeping.
-
Heros should not buy items from merchants if not dying and town is threatened.
-
Added some prevention of base running out of lumber cutters mainly for elves when they own 3 mines at once.
-
Found a separate instance of fountain usage separate from the job which dosn't have all the bug fixes in and explains alot of problems i've had testing.
-
Fixed issue where units would freeze and never move. There were multiple bugs that were causing this and should now be fixed.
-
Army can now focus fire in base defense instead of just when attacking.
-
More retreat code bugs fixed.
-
New save unit features: using moon wells with mana till unit/hero is healed and heroes buy health potions in emergency and use them straight away instead of not buying anything till attack finishes or waiting for hard coded blizzard ai to kick in. This feature is an early code layout for a more advanced item usage/micro system.
-
Fixed an issue with buying heroes from tavern where it started using the wrong job so an old bug returned.
-
Moved micro unit code out of retreat code job like the focus fire and should improve unit micro.
-
Added check to fountain usage to make units run away if creeps are awakened by someones attack.
-
Added difficulty ranges to fountain usage. Insane difficulty cheats and knows if enemy is there while a normal difficulty will run away when it sees enemies near fountain.
-
Ancient expansion won't be done if mine not guarded and instead becomes a quick expansion.
-
Fixed an issue with humans where if tower rush is true and millitia is true then human players got messed up at start. Also moved tower rush attack code into single melee attack which removed some problems in not creeping.
-
Zepplin usage seems to be functioning correctly again without any input from myself. Side effect of fixing another bug somehow?
-
Improved mana fountain integration with micro systems. (I can now say on maps which only have the mana fountain i have seen this used alot more so was able to fix noticeable bugs and such.)
-
Aiandies old pathing is now fully obsolete. The new system is much more simple and effectively start lag is no more and still works in calculating front positions for towers, nearest mines, nearest shops etc.The old system was a great peice of code but it was not effecient especially when being wasted on simplistic tasks.
-
Fixed issue with towerrush for computer(normal) where the amai would not build a hero so the towerrush becomes a disaster.
-
Fixed some freezing issues with militia expansion.
-
Added new function for calculation of anti air when fighting creeps and updated strength requirement to prevent needless attacking of air creeps when it didn't have the men.
-
Fixed a bug in the expansion system that could at start of game cause AMAI to use for one time only a bad expansion location i.e. not reachable or too strong
-
Improved AMAI's handling of deciding on mines to expand to that where owned by undead as before it always checked as not taken even if base defence was present at an undeads expansion.
-
Improved the expansion system to take into account if it needs to re-build a destroyed mine. If the town hall is destroyed but its towers or other buildings remained intact it will have a higher prority to re-build expansion there then build an expansion somewhere else. It can still build another expansion elsewhere. Depending on feedback we can make it so AMAI always re-builds in this case before anything else.
AMAI DEVELOPER IMPROVEMENTS
-
Fixed some bugs when apply table changes was pressed causing new formats of files to be lost instead of created.
-
Instead of using the disable retreat setting a new text file called standardaisettings has been created that allows you to modify all the blizzard controlled settings (ones that appear in ai editor) including disabling unit retreating etc. You can also see which settings are controlled by AMAI and changing them will not make a blind bit of difference.
-
FocusFire Job and Moon well control and Millita expansion jobs added.
-
Maps that use the set custom value of unit native or coressponding trigger are now compatible with amai.
-
Level Strength Map text file has become redundent and is no longer used due to enhanced strength calculations.
-
3 new global settings have been added for the strength bonus that is added depending on if a creep camp is minor or major.