Edit: 3.11 up, stupid defensebuild; should have known better to not have it in.
3.1 up. Many changes have been made, so I am temporarily keeping the 3.07 BWAIL scripts up in case we find some horrible crash or the like
Don't be too surprised if there's a 3.11 soon.

Zerg:
12 pool vs Early terran rushes
9 pool/overpool vs Early zerg rushes
I noted in one mod bash game that the zerg had picked a zvz game, but still had the audacity to 12 hatch when Baja was rushing it. 9 pool is good enough for any kind of 4-6 pool; overpool will handle later ones.
Protoss:
In BWAIwar, I noticed that Ashara and Baja P expand if the Zerg builds defense. I thought that was a good idea, and took it.

The +1 Zealot rush has some of the "accelerated" script style found in AccelZerg and AccelTerran. It does look a bit better, managing to squeeze a zealot here and there, though it sometimes takes a while to expand. But at least it doesn't have to rely on that crappy send_suicide
Warning: Is highly experimental
It no longer does an early corsair. The corsair was frequently useless if it wasn't sent near an overlord.
Fast expand fixed again. That thing sure is borked.
Terran:
1 rax expo uses some accelerated structure; it seemed like impossible to defend against any kind of rush otherwise. (experimental: The standard tvz is still 2 rax expo) For some reason it has trouble building medics.
-Improved BBS (proxy 7 rax lol wut?)
It's nasty enough that I had to make an antirush block for the Zerg.
-Goes BCs vs super fast (9 minute or earlier) hive
Myk's BWAIwar zerg is like the super souped up version of Panda's ZvT script. While Panda's script was weak to rushes, it seemed ridiculously hard to break into Warzerg (save for BBS) without doing some 4 rax allin build.

In any case, Unleaded T never really had an answer for this kind of 2 base ultra thing. But I was lazy and decided to look at which scripts didn't get slaughtered. Since Accel T put up the best fight, I decided that sitting back and building back battlecruisers would be good. That's how I beat the zergs when I'm playing against them anyways.

This could be easily defeated by scourge or plague but coming up with this took 10 minutes.

For some reason, you can only see this in action on Colosseum. The AI insists on picking the lower probability random jumps in AIvsAI reps for unknown reasons.
-New Rush defense block
Previous versions of unlT used a simple multirun that detected a pool and that would trigger it to build a rax/bunker. Works fine against most rushes except early ones because those require delaying workers and buildings.
However, that 4 pooled that spammed continuous lings. Not even Raynor AI can defend against that; it will usually fall to the 2nd wave. Eventually I wrote something that involved 2 bunkers, but that was pretty silly as it involved marines jumping from one destroyed bunk to the next.
Later on, AccelT would easily brush off this zerg, though it was a bit weak to 9 pooling. It was however really good against everything else So I came up with this, this works pretty well though fighting 9 pool is a bit sketchy. I'm also a bit mixed about the enemyresources_jump; mostly have some leeway against false alarms.
CODE
build(7, scv, 80)
wait_buildstart(7, scv)
#Defend vs 4 pool, 5 pool
enemyowns_jump(spawning_pool, zomg ling rush)
enemyresources_jump(100, 0, zomg ling rush)
build(9, scv, 80)
wait_build(8, scv)
#Defend vs 6-7 pool
enemyowns_jump(spawning_pool, zomg 9 rax)
enemyresources_jump(170, 0, zomg 9 rax)
goto(tvz 2)
--zomg ling rush--
build(1, barracks, 80)
wait_buildstart(1, barracks)
multirun(wtf)
build(2, barracks, 80)
wait_buildstart(2, barracks)
defenseuse_gg(1, marine)
build(1, bunker, 100)
train(1, marine)
train(3, marine)
farms_timing()
train(6, marine)
multirun(scv)
train(8, marine)
define_max(255, goliath)
multirun(lair_detect)
goto(tvz_cheese)
# If there is no spawning pool...
--wtf--
wait(1000)
rush(0, terminate)
wait_build(1, barracks)
train(7, marine)
wait_train(7, marine)
send_suicide(0)
stop()
--zomg 9 rax--
define_max(9, scv)
build(1, barracks, 100)
wait_buildstart(1, barracks)
farms_timing()
build(2, barracks, 80)
multirun(bunker)
defenseuse_gg(1, marine)
wait_build(1, barracks)
train(3, marine)
define_max(60, scv)
multirun(scv)
train(5, marine)
multirun(lair_detect)
define_max(255, goliath)
random_jump(128, 2 rax)
goto(tvz_cheese)
--tvz 2--
multirun(pool_detect)
build(1, supply_depot, 80)
multirun(scv)
wait_buildstart(10, scv)
wait(165)
build(1, barracks, 80)
multirun(lair_detect)
wait_buildstart(1, barracks)
.... rest of script
--pool_detect--
rush(0, bunker)
wait(50)
goto(pool_detect)
--bunker--
time_jump(3, delayed bunk)
build(1, barracks, 85)
wait_buildstart(1, barracks)
build(2, barracks, 85)
wait_build(1, barracks)
defenseuse_gg(1, marine)
train(1, marine)
build(1, bunker, 80)
train(4, marine)
stop()
--delayed bunk--
wait(3000)
player_need(1, barracks)
build(1, bunker, 80)
wait_build(1, bunker)
stop()
Notes:
The "wtf" block is in case of a false alarm and there really is no spawning pool and the user just happened to have stocked up resources. In this case, the AI uses the very early marines to attack the enemy.
7 rax is used against 4-5 pool, 9 rax is used against 6-7 pool.
After that it uses the regular multirun that detects a spawning pool. If it detects a pool before 3 game minutes (2 minutes of actual time), then it gets 2 rax and then a bunker. If it's later, then it just gets a bunker at its own leisure.
This has been tested against pretty much every ling rush up to 12 pool; though as usual Unleaded T is weak to early ling allins, though 3.1 is a bit better against them. But this is as close as I've come to making a "standard" T opening.
I also fixed the islands. They have been broken for a long time, though nobody seemed to care.

>3.12
Unfortunately, I had to delay the attack for the terran again, the attack was so messy; it could be taken apart by Hydras. Hopefully, the other random mass m+m no tech rush will happen enough to make up for this.
Also, wtf??