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Downloads Home » AI Files » Unstoppable Force

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Unstoppable Force

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Version: The Conquerors 1.0c
This AI works with any civilization and is designed for use in 200 population conquest games.

This AI can beat the Standard AI that comes with the game. Although, i have not tested it against any other AI's.

It begins the game passively and after it builds up enough housing and a good enough economy begins attacks with at least 100 units. It also has much longevity and can play many hours before its attacks weaken. The 3rd installment of this AI is much improved but it is still a work in progress.

Large Attacks.
Collects Resources Well.
Plays to The Strengths of It's Civilization.
Has Very Good Longevity.

Attacks tend to be Fragmented and take place over a long period of time.

Note: If you have already downloaded this version of the AI, I improved it on 1/23/13. I would also like to apologize for the second installment of this AI, as i did not have the time to test it and uploaded it assuming it would work.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Promiskuitiv I noticed that you use several #load-if-defined X-CIV lines in a row even though they can't possibly return true (as you can't play 2+ civs with one player at the same time) so those rules won't ever fire.
You also spam attack-now what will cause excessive lag, i'd suggest you to use different attack methods or to at least put a timer in there so that attack-now doesn't get fired more often than every few seconds at max.
You should also probably use "(resource-found wood)" as a condition to your lumber-camp building rules.
Useful for farm placement is the condition "(idle-farm-count < X)" so you won't spam farms when you don't need them.
Your unit training rules also have insane conditions (for example 6000+ wood to train siege).
You train way too few villagers imo, you only train 10 dark age villagers and then wait for 1500 food before you advance to the feudal age.
If you're not going to flush then don't be afraid to train 3 times that many villagers before advancing to the feudal age (except you detect that the enemy is going to flush but you shouldn't worry about that for now).

Those were the most crucial things i discovered in my quick search for improvements.
The rest is probably just fine-tuning.
If you want more help then join the other ai-scripters and me at . :)

[Edited on 01/20/13 @ 01:18 AM]

File Author
Thanks for the assistance @Promiskuitiv! I'll take those thoughts into account as i continue to improve this AI.
Campidoctoris Problems:
- You can't build houses because you spend all your initial wood a mill and a lumber camp, so you population is 4 villagers and the scout for a very long time. You can build the mill inmediately if you want (although it should be better to wait until you have villagers in berries to place it in a better place), but for a lumber camp better wait until you have enough woodcutter and/or enough wood to build houses later.
- You Huns can't build the lumber camp because they spend their gathered wood in posts. Better add a condition to build them, also a maximum number of posts.

Once you resolve your initial problems, also tests if civs with special starts like Japanese or Persians have any problems. Their bonus can allow too early farms/lumber camps.

If you are interested in reach a good level of AI scripting I recommend you these two tutorials (both in the Blacksmith):
- Xafaxarcos Tutorial, by me. It's a very clear guide, but still incompleted.
- Training AI, by Bear The Great. A great tutorial, I learnt with it.

For future doubts you can ask for them here or you also can login to aiscripters where you'll find many more scripters ready to help you. Perhaps your AI will win tournaments inthe future or become one of the favourites for human players.

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HGDL v0.8.0

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