Author |
File Description |
zergs |
Posted on 01/22/10 @ 11:20 AM (updated 12/27/15)
File Details |
Version: |
Other Modpack |
Required Modpack (if not included with the download): |
Userpatch 1.4 |
The Horde version 3.6b
An Artificial Intelligence Script written by Archon 2007-2015
Settings: (preferred settings)
Game Version: UP 1.4, AoFE (with UP1.4 modification - [URL=http://pastebin.com/A2KM6Uxc]Link[/URL])
Game Type: Any (RM and PIDM)
Location: Any [doesn't play maps where transports of villagers is required (e.g. Migration); doesn't play 'nothing' maps, requires ai_info_map_type BLACK_FOREST 0 1 0 to detect MICHI]
Map Size: Any
Teams: Yes
Resources: Any (standard)
Difficulty: Any (hard for AI wars, hardest has incremental resource gain rather than 500 of each per age)
Population: Any (200 - 250)
Starting Age: Any (Dark Age or PIDM)
Victory: Any (conquest)
All Techs: No
Civilisation: Any
List of taunts it reacts to:
3 - 6: Gives resources away if it has enough.
31 - Attack an Enemy: If requested by an AI, it targets player stored by sn-target-player-number.
32 - If 60s < game time < 300s, Horde will pick an aggressive strategy.
33 - If 60s < game time < 300s, Horde will change the strategy to boom.
38 - If 60s < game time < 300s, Horde will sling that human player with resources.
222 - Help Allies. If requested by an AI, it targets player stored in goal 82 and patrol units to point stored in goal 478/479.
222 + Flare by human player - Sends units to the flared point.
230 - If 60s < game time < 300s, it changes strategy to Mush (full monk civs only)
249 - Chats current resource amount to human allies or any computers.
250 - Chats current strategy, chat version number to enemies. |
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Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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zvrzvarog |
Posted on 06/30/10 @ 11:23 PM
This AI just defends, does not attack but defends well and wins.
I tried it with Huns
Its hit and run cavalry archers are annoying. Killing my militiaman line without loss.
Lots of elite skirmishers and some light cavalry and champions can beat its cavalry archers. AI is too clever that trains and sends hussars immediately after it sees skirmishers. You must have some powerful soldiers in front of skirmishers. |
chimpoluac |
Posted on 07/10/10 @ 11:27 PM
i have its pop limit set to 200 , yet as soon as i start it resigns and says pop cap of 200 required. wat do i do?
|
zvrzvarog |
Posted on 07/13/10 @ 10:25 AM
this is the only ai which beats my ai. this is very good designed. 5 star. but my ai will beat this ai too i m working on it. this is a good challenge ai for me. my ai should attak earlier but it s too hard i ll try. |
brahim121985 |
Posted on 07/14/10 @ 03:12 PM
can a humain beat this alien intelligence?
Edit:
hi zergs , have you found a hunting boar ai ? if we found this , that will be a gr8 revolution of AIs , and AIs can play against humain[Edited on 07/18/10 @ 02:09 AM]
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zergs
File Author |
Posted on 10/10/10 @ 03:49 PM
[Note: Please use the edit button to avoid double posting. BS Staff]
If there is any other way to notify of a new version I would.
Update to 2.11 |
NewMoon |
Posted on 10/14/10 @ 10:33 PM
This is amazing. I never tried to write an AI for AoK, but I know very well how hard it is in general (and I dislike the fact that most publishers don't make an effort at AIs but just double their ressources).
What exactly do you mean by saying your AI does not cheat? Does it only have the same information as a human player has, i.e. it has to scout to find ressources and the enemy etc?
However, even if I never stop producing villagers (and build more Town Centers, researching all economic upgrades), it is able to outproduce me. Does the AI get advantages based on the choosen difficulty?
But it's really great work anyway! |
zergs
File Author |
Posted on 10/15/10 @ 06:38 AM
First the computer always has to scout for resources and enemys regardless of what map reveal setting you use.
There are cheats that gives you an extact count of enemy buildings or units, some give you resurces and there is an exploit to train trebs without a castle. My script doesn't use any.
However if you play on hardest difficulty, the computer receives an inbuilt cheat of 500 of each resource at the start of each age.
Its the work of countless hours of trial and error. :) |
NewMoon |
Posted on 10/15/10 @ 11:49 AM
Thanks for your answer. Finally I managed to beat it - however, I only was able to do it by defending most of the game and waiting until all gold piles were gone. When this happened, I massed hellebards while my enemy massed skirmishers (he had all 5 relics, but he wasted the gold on paladins - obviously a bad choice).
I noticed that your AI uses a lot of rams but no single trebuchet, which would have been much more dangerous for me.
I don't play AoK very often and I don't think I'm too good at it, but I did not think I would ever see a (non-cheating) AI which could beat me on 1vs1 more than once. Yours is great, I love it.
:)
Edit: I tried once more - the for me most noticeable weakness is the lack of siege. It only uses rams (I once saw a scorp) against castles/walls. The next problem is that those rams don't always do what they are supposed to, sometimes they just keep standing in front of the wall without attacking. Walling the AI in seems like a very effective strategy, I just won with ease doing it. Furthermore, the AI always attacks at the same spot, which means very few towers are enough to defend 3/4 of the map and slaughter a huge amount of attackers.[Edited on 10/15/10 @ 10:19 PM]
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zergs
File Author |
Posted on 10/20/10 @ 08:17 AM
A small update:
- This version will train a few trebuchets if it has high pop and enough resources.
- On hardest difficulty it will now always flush.
Thanks for playing with it! :) |
Lootie |
Posted on 11/04/10 @ 08:47 PM
every time i try to run the ai, i always encounter this "AI Script Error":
"player1
File The Horde.per
Line 1913: ERR3001: Invalid preprocessor directive:"
P.S. i'm playing it on AOE for mac 1.0.6 |
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