Age of Kings Heaven 139
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Downloads Home » AI Files » Strategy Dump

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Strategy Dump

Author File Description
BearTheGreat
File Details
Version: The Conquerors
All of these files are written for Version 1.0c. Most of them will beat the standard computer AI with 2 to 6 odds. All of them will beat it with 3 to 5 odds. They do not cheat.

For the most part, I have attempted to name the AIs with names that are indicative of their strategy.

ArchInfFlush3 features an archery and infantry flush. It never trains any cavalry.
It does OK with other flushes, but not so good against knight rushes.
Not surprisingly, this strategy plays well for Britons, Chinese, and Mayans.
The Huns and the Vikings also do well with it.
It will play any civilization.

Boomerang puts a lot of effort into booming. It trains early archers if a flush is detected and early infantry if a flush is not detected.
It adds infantry once any enemy reaches the Castle Age to guard against knights and eagle warriors.
It does boom very quickly, often hitting the Imperial Age before 40 minutes, but it starts out relatively weak and is no match for strong flushes or crushes.
It will play any civilization.

BTGAI_v6 will load Strongfish on water maps and either ArchInfFlush, InfSkirmFlush, InfSkirmCav, Krush, or Warbirds on land maps.
Its big drawback is that it takes a long time to load.
It will play any civilization.

BTGBestStrats is essentially the same as BTGAI_v6 except that it attempts to pick the best civilization specific strategies.
Odds are high that it will use either Krush or Warbirds.
It will play any civilization.

BTGLandAI is essentially BTGBestStrats without water maps.
It will resign on water maps, but it loads faster on land maps.

Darius plays only Persians. It strikes a defensive knight training posture until it is advancing to the Imperial Age.
Archers are added to the mix late in the Castle Age.
It is a reltively strong AI, but not as aggressive as Krush.

InfSkirmCav is similar to InfSkirmFlush except that it adds cavalry starting late in the Castle Age.
It plays any civilization.

InfSkirmFlush features an early man-at-arms and skirmisher flush. Spears are added if knights are detected.
It never trains knights.
The Goths and the Aztecs do fairly well with this strategy.
It is weak for eagle warrior and knight rushes.
It plays any civilization.

KREW loads Krush for all civilizations except Aztec or Mayan.
It loads Warbirds for Aztecs and Mayans.
It plays any civilization.

Krush features a strong knight rush.
It is probably the most challenging strategy to beat because it attacks around the 22 or 23 minute mark.
(I know that's probably terrible for an expert human, but it's pretty good for an AI.)
Counter units are added after the initial attack.
It will gang up on one player mercilessly in multiplayer games.
It is not uncommon for it to knock out an enemy AI early in the Castle Age, especially in team games.
The best human strategy to defeat it is to play as a Teuton and build an early castle.
It plays all civilizations except Aztec and Mayan.

KU stands for knights and unique units.
It features an early castle with a preliminary knight/unique unit assault.
It is anemic compared to Krush.
It plays all civilizations except Aztec and Mayan.

Strongboom tries to boom while training swords and knights or eagle warriors.
It adds archers late in the Castle Age.
It is difficult to build forward against it.
It will handle most flushes quite easily.
It is a little weak against a knight rush.
It effectively counters eagle warrior rushes most of the time.
Unfortunately it spends so many resources being strong that it does not boom that quickly.
It normally hits the Imperial Age somewhere between the 40 and 45 minute mark.
The best human strategy to beat it is to harrass it and keep it from booming.
It plays any civilization.

Strongfish is a fairly strong water map AI intended for Islands and Team Islands maps.
It undertakes a strong Dark Age fishing boom.
If the fishing boom is successful, it will throw all the villagers to wood and gold while relying on fishing for food.
It starts with a strong grush, usually around the 18 to 19 minute mark.
If things go well, it will hit the Castle Age around 22 or 23 minutes.
It adds fireships into the mix if its navy is inferior. Otherwise it sticks with galleys.
It will not invade until it has naval superiority.
The best human strategy for beating it is to try to wipe its fishing fleet out early.
If that doesn't work, try to outlast it and save your wood for the end of the game.
It plays all civilizations.

Warbirds features a strong eagle warrior rush.
It is probably the most challenging strategy to beat because it attacks around the 22 or 23 minute mark.
(I know that's probably terrible for an expert human, but it's pretty good for an AI.)
Counter units are added after the initial attack.
It will gang up on one player mercilessly in multiplayer games.
It is not uncommon for it to knock out an enemy AI early in the Castle Age, especially in team games.
The best human strategy to defeat it is to play as a Teuton and build an early castle.
It plays only as Aztec or Mayan.

Xerxes plays only Persians.
It starts with an early knight/crossbow assault.
Then it settles into booming.
It is a decent AI, but not as strong as either Darius or Krush.


AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
samoer Could u put them in 1 AI?too many AIs....

[Edited on 06/14/13 @ 08:32 AM]

UnfairestEel if you want the best all round ai of this lot, just use BTGAI_v6 since that ai simply selects the best strategy or each situation. But you still need the other ais in the ai folder for BTGAI_v6 to load them

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