Queller UH - by Quitch(y)
-------------------------

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

Queller is based at AI Central http://www.planetannihilation.com/taec/queller/ where updates for this AI can be found, and many other AI's can be too.

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 4
   23/3/00
==============

ADDITIONS
---------

* More likely to get Fusion before an LRPC.
* Reworked the Pop-up and MRPC ratios.
* Less defence.
* Dropped Cloakable Fusion weights a long way. They are for long games only.
* More likely to put up early LLTs as raid protection.
* Updated for UH 2.0.
* Unit FBI files completely updated for UberHack.
* Scripts updated for UberHack.
* Silo weapons (including EMP and Neutron) changed for UberHack.
* ARM and CORE nukes merged.
* Nuke codes changed from NUKEA and NUKEC to AAISILO and CAISILO. This means they are supported by the UberHack damage tables.
* Removed all OTA files for 3rd party maps.
* More likely to use Jammer Towers on non-metal maps.
* Added support for Fort Wall LLT's.
* Turned down Air Repair Pads.
* Added a readme in Word Perfect format.
* Fixed conflict between AI EMP and Anti-mine Missile.
* Added codes for every AI unit that I know of to the EMP damage list.

PROBLEMS
--------

* MMM's and Harvesters get built on Metal maps.
* You cannot capture AI Plants, I *will* correct this.........one day.

**********************
* 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 3
   01/2/00
==============

ADDITIONS
---------

* Improved play with lower unit limits.
* AI will now rarely nano-stall in test conditions.
* Queller UH made a seperate entity for version numbers, and thus update files.
* Fixed errors where the Default profile had not had the MEX limits updated.
* Updated for UH 1.2D features, mostly new tags and units.
* AI unit tags and targets updated.
* Added AI Cloakable Fusion. Acts like a normal Cloakable Fusion, except it will appear that the Construction unit is nanolathing nothing, as long as it has energy to cloak.
* FARKs more likely to be used.
* Removed excess files from QuellerUHUnits.ufo and managed to cut the size by 400KB.
* Cleared every error from the QuellerUHUnits UFO that the latest Conflict Crusher could turn up, or that I could find. Some were fairly minor such as missing unit pictures, some were fairly serious problems, mostly based around units not being found.
* Badger used slighty more often. Panthers less so.
* Greater use of Mobile Flakkers to stop Gunships ripping the ground forces to pieces. More of them too.
* The Level 1 Mobile AA changes have been undone. Weights have gone done, limits have gone up.
* Airforce limits have risen to allow AI to build a mighty airforce if given the time and space.
* More Fighters to help AI control the skies and counter Gunships.
* Less defence, since it is already so effective, to allow the AI to expand and reach level 2 faster.
* Updated the readme, and made it much easier to find what you're looking for, especially if you have Microsoft Word 97 or better.
* Got rid of the empty gamedata folder which was still in the ZIP for some reason.
* The Zeus is now the mainstay of the ARM Adv Kbot force, with the Mav as backup.
* Mobile Artillery has taken over from the Merl as the dominent long range force for the AI on non-Metal maps.
* Much improved Metal game.
* Updated the map OTA's to the UberHack versions.
* Removed the AI MEX.
* Added support for the CORE Necro.
* Updated the AI to take advantage of 1.2E features.
* Added a WindMetal profile.
* More Missile Towers to encourage the AI to build them rather then because it needs so many.
* A lot more Advanced Air Plants used at level 2.
* More Air Repair Pads built in line with the Air Plant increase.
* ARM more likely to build an MMM.

PROBLEMS
--------

* Sumos clog up plants in big games.
* Limited profiles, expect more next version.
* No profiles for non-TAEC unit games. The AI isn't too dependent on them in general though, so for now the current profiles should do, though the CORE AI may have a little trouble getting enough metal without Exploiters.
* MMM's and Harvesters get built on Metal maps.
* You cannot capture AI Plants, I *will* correct this.........one day.

==============
  Version 2
   02/1/00
==============

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. This is 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 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.

==============
  Version 1
   23/12/99
==============

ADDITIONS
---------

* First UberHack release.
* Added support for ARM FARK.
* Added various AI units, such as an AI LLT. 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.
* Works best with 500 unit limit.