This AI plays as Goths under standard tournament rules (Arabia, Tiny, Low Resources, Pop 200). It should be able to play on most other settings decently (including water), but has not been tested for those.
This AI attempts to leverage the Gothic advantages by using swarming and attrition tactics. It produces mainly militia and huskarls, with other units as support.
To install, unzip the downloaded file into your AI folder.
Please switch off 99% of your messages !
The judges will see, what the ai is doing lol
Posted on 07/14/10 @ 03:15 PM
This ai has a lot of problems. For example it started building a lumbercamp straight into nowhere. Better build a mill first, then a lumber camp and finally start farming. also build a number (8-11) of farms anyways otherwise it will end with too many woodchoppers after berrys ran out.
Also set maximum resource drop distances as your villagers ran through my town for fishing. And you might want to set sn-task-ungrouped-soldiers 0 to avoid your soldier spreading over the whole map.
PureKnickers File Author
Posted on 07/14/10 @ 05:25 PM
First off, thank you for the productive comments.
IRT The Ruler
I left the comments in as it makes for far quicker bug testing on my part (not just for this AI, but any AI that uses those modules). I don't mind exposing the processes of my AI to other judges. I also ventured that most judges use the 'natural wonders' cheat, which ceases the spam anyway. However, if it really is bothersome to more than a select few (I know the noise of constant text pop-ups can be annoying.) I will take them out.
It sounds like you had a bit of an anomoly match that exposed a few quirks, bugs and risks of my AI.
I will fix up the order of the lumber camp and mill, I did it the way you described in a previous AI, but I guess I've been very lucky with sheep/wood placement and unlucky with berry placement in my test matches, so the issue never caught my attention. It shouldn't have placed the camp beside a poor forest, but perhaps I have a bug in my code.
As for the farm suggestion, thank you. Such an obvious rule to add in, but I never did.
There is a drop distance cap, but what I imagine happened is it attempted to build a mill by it and some other villagers started their pre-emptive fishing. The mill build distance is currently unlimited and I've been messing around with the idea of how I want to control the mill distance or if I want to at all. The bonus mill placement is a big risk I intended the AI to take. About 75% of games it has worked out, but as you saw, there are times it backfires and tries to build through enemy lines.
The current military spread is intentional, but I'm thinking in a future release I'll put tighter controls on it.
Once again, thank you for taking the time to post your comments.
Posted on 08/31/11 @ 08:10 PM
Does this require you to have Conquers running?
I also get:
Invalid Identifier: Line 278