Queller UH - General Release, Version 2 by Quitch(y)
----------------------------------------------------

This AI is for UberHack which can be found at http://www.laughingcrowgraphics.com/BSR/

This file lets you know what I've added to this version, what problems I already know about, and generally what you should be telling me about (do my additions work for example).

Oh, and as ever I recommend you don't look through the weights and limits. Firstly, this may cloud your judgment, secondly, you'll have less fun if you know what is going to hit you ;).

==============
  Version 2
   ??/??/??
==============

ADDITIONS
---------

* Increased the number of FARK's used by the AI.
* Changed various AI units targeting priorities.
* Less use of LLT's before Factories, especially for the ARM. This leads to troops coming out much earlier than before.
* The CORE will use fewer Exploiters so as to expand faster.
* Less MEX's used by the ARM AI.
* More HLT's used early on, less reliance on LLT's.
* Less Reapers to allow more Goliath swarms, and so the AI gets longer ranging troops.
* More Morties, less Cans and Sumos, for same reason as above.
* The Bulldog has taken over from the Panther as the primary level 2 tank for the ARM.
* Both sides will make better use of Luger and Pillager.
* Greater use of level 2 bombers over Stealth Fighters.
* Slightly lower weighting of Veil and Shroud to try to prevent early energy drains. Used even less on Metal maps, because bases are so cramped you don't really need radar targeting to hit something.
* Vehicle Mobile AA weights have been increased. Limits on all level 1 mobile AA units have been brought down.
* Fixed some errors in the QuellerUHUnits UFO file, where units did not have the new tags used by UberHack units.
* Superior beginning game for both CORE and ARM.
* Much improved aircraft targeting priorities, especially for bombers.
* CORE now allowed correct number of MMM's.
* Increased the number of level 2 plants allowed on Metal maps, in line with Queller CC and Queller TA.
* Decoy Fusion Plants should be used sometimes now.
* Added the Skuttle Roach to the AI profiles.
* AI more likely to build units that can fire underwater, just to try and help attack forces that get stuck with an underwater unit as the closest target, and just sit there because they can't kill it.
* General defence useage beefed up slighty to prevent easy resource raiding.

PROBLEMS
--------

* You cannot capture AI plants......still.
* No profiles for UberHack without the additional TAEC units yet.
* Resource model needs improvement.

**********************
* HISTORY OF QUELLER *
**********************

Queller has been through a lot since it was first released for testing. Here is a history of the changes Queller went through.

==============
  Version 1
   21/12/99
==============

ADDITIONS
---------

* Limits improved for 250 unit play. However Queller UH and UH+TAEC work best with a 500 limit.
* The Fake Nuclear Silo is gone.
* Less limit rounding, I've started using numbers that aren't a multiple of 5.
* Added support for the new ARM F.A.R.K.
* Error in earlier v11 AI Update file corrected.
* First UberHack release.
* Added an AI LLT for Queller UH and UH+TAEC, the same as a normal LLT in everyway, except only construction units are allowed to build it, not the Commander. This allows me to stop the Commander going LLT crazy, and allows him to get a plant up, while I can tell Construction units to build lots of LLT's.

PROBLEMS
--------

* Not enough profiles. I'm going to try and branch out to other profiles quickly, especially in UberHack.
* ARM AI in UH is better than CORE.
* Queller UH pushes resources too hard early on.
* Took out all the Wind and WindMetal OTA's I had added, and only kept in the Bugfix ones. It seems that the AI just will not handle wind generators as well as solar collectors due to code which the later has and the former seems to lack. I am going to see if there is a way to overcome this.
* You cannot yet capture AI plants. This should be fixed by v12.