Updates
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- Fixed some building problems
- Fixed a tech trap with SM
- Added a resource overflow control which allows unit building even in building states if a certain amount of resources is exceeded
- Fixed the snare trap problem reported by Larkin
- Added Larkin's Tau Commander jump and Guard Commissar's Execute fixes
2.40b1 Changes
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- Fixed bunkering and transport code
- Fixed AI donations code
- Teleport builders teleport now to build positions
- Fixed a problem with tier 1 to 2 AI force techs
- Necron build program changes (dynamic build of Necron Warriors)
- Eldar build base strategy changes
- Additional AI improvements (like always)
ork vs tau all AI, meeting of minds, no hero mod installed, donations on, hard as usual
1. ork had a build problem. They got stuck at 25/25 pop, floating large amounts of both req and power for a very long time. Only at the very end something released their build problem. It was too late.
2. tau were floating lots of req too (around 6 minute mark) but at least they did not get stuck.
3. not sure if this happened this battle too but I noticed in another battle that the tau commander is still not using his jump anymore. He tries to disengage by run, never by jump. I already noticed and repored this with 2.3