Required Modpack (if not included with the download):
UserPatch 1.1
; Illuminati AI v1.1
; by Aleph
; ==== SETTINGS ====
; Game Version: AoC UP 1.5
; Game Mode: Random Map
; Civ: Any
; Teams: Any
; Map: Any land map except Michi. Works best on open maps like Arabia.
; Map Size: Any (should correspond to number of players)
; Difficulty: Hard
; Resources: Standard (Low)
; Population: Any
; Reveal Map: Normal
; Starting Age: Standard
; Victory: Conquest
; Teams Together: On
; Lock Teams: On
; All Techs: Off
; ==== TAUNTS ====
; 120 - force monks-only strategy (only 1v1 and monk civ - AZT/BYZ/JAP/SAR/SPA/TEU)
; 123 - confirm illuminati
; 250 - chat current strategy (allies, self, AI enemy in 1v1)
; == NOTES ==
; UserPatch required, does not work with Age2:HD
; does not cheat
; cannot play water maps or michi-type maps
; not optimised for pre-walled maps (e.g. Arena) and chokepoint maps (e.g. Black Forest)
; designed to excel against other AIs in tournament settings
; will work well in mixed AI teams and against humans, but not a good teammate for humans
; changelog 1.0c -> 1.1
; - new supplementary/counter unit system - will no longer make too many different unit types
; - overhauled retreat from TC/castle for much better reliability and versatility
; - will now also save scout from enemy TC
; - will now pick smush strategy more often (FC maps)
; - will now mine or buy stone when needed to rebuild/relocate its TC
; - vastly improved monk micro
; - monk micro now also works vs multiple opponents
; - mangonel micro now also works vs multiple opponents
; - made deer lure and boar steal more precise
; - improved many other duc features using 1.5 commands
; - improved mill placement and timing
; - improved land nomad TC placement
; - improved first lumber camp placement
; - improved team game resign rule
; - added a few 1.5 SNs
; - added Subjugator, Maiar and Pharaon to the list of AIs it can co-op attack with
; - fixed some problems caused by obsolete code
; - fixed a critical bug that happened if the initial barracks construction was cancelled
; - fixed a rare bug that could stop vill production while trying to rebuild
; - fixed a bug that would sometimes build a farm before having a lumbercamp
; - fixed 2 bugs that caused boar steal to be aborted mistakenly
; - fixed a very rare bug that could prevent buildings from being placed
; - fixed a rare but critical bug that could prevent building the first lumber camp
; - many minor tweaks and fixes
Thanks for the review, Sam!
I'm currently doing a lot of work on the AI. It now has basic Team Game functionality (including a great pocket eagle flood), many new micro features and I'm adding more civs.
VisualAnty
Posted on 10/07/16 @ 11:34 PM
Hi, I've tested your AI against the Imfamous Barbarian AI, and it performed splendidly (Ill) Japanese vs (Bar) Chinese both were on Random civs, Arabia 1v1 and Illuminati had upperhand by the 27 min mark. Barbarian did however have a slightly stronger Economy Score and led by about 40 points ahead of Illuminati and stole a boar. In Comparison they are both on par where as Illuminati did perform better at its Skirmishes against the Barbarian I have to agree this is a really well rounded AI and to me it feels like the leading AI at the moment. Its challenging as hell. A very good job on your end keep up the good work! Rating 5!
osquitarxp
Posted on 01/06/17 @ 12:26 AM
is very good
[Edited on 01/06/17 @ 07:12 AM]
arthas1010
Posted on 10/17/17 @ 10:49 AM
Very good AI
ostuffhuge
Posted on 05/04/21 @ 07:34 AM
is it possible make troops to stay with choppers/miners or builders, not stay at town centre or barracks
tried 8 different artificial intelligences, they did the same, so impossible?