|
Author |
File Description |
Zycat |
Posted on 07/21/02 @ 12:00 AM
File Details |
Version: |
The Conquerors 1.0c |
This is an update of my A.I.
Changes from previous version :
- Made it much more aggresive in Random Map at Hardest difficulty, flushes are more frequent (and harder, too).
- Now it will train Infantry on Post Imperial Death Match, last time it won\'t even when using infantry civs.
- Improved strategies on Post Imperial Death Match.
- Fixed some issues with Post Imperial Death Match.
- Fixed some civs\' Random Map strategies.
For those who never downloaded this A.I before, here\'s a list of features :
--------------------
- No cheating, except at hardest (by No Cheating I mean no cc-whatever commands, not even strategical only cheats).
- Handles any map size, any pop-cap.
- Handles standard map types, custom maps (Random Map Scripts) are considered as a mixed map.
- Handles any game type.
- Full economic management (gatherers, market, and resource management system).
- Fast upgrade through the ages, while maintaining survivability.
- Civilization specific strategies emphasizing every civ\'s strength.
- Team Cooperation between Zycat A.Is.
- Player Interactivity (chatting and responds to taunts sometimes, but does not taunt).
- Random Personality.
- Human player friendly.
- etc. |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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Macdaddy |
Posted on 07/26/02 @ 12:00 AM
This is the first AI that I have tried and I think it is twice as good as the computer. It actually sends the right counter and may send a couple units or more at a time not just one. I actually had to run to the safety of a tower with my flushing units and if I take away main wood they just relocate not just try coming back in three seconds later. Very well done. I think two hard opponents will give me real fight. |
Plebus |
Posted on 08/22/02 @ 12:00 AM
Zycat AI is definately one of the best AIs which can be downloaded here.It has the best economy in all the AI files I've tried(including the Duke series,Tiger,Alliances,etc.)--it will train at least 100 villies if is not under heavy pressure,thus it can handle most of the attacks from AI opponents quite well.ZyCat AI also showes an extrodinary interest in relics,in a mutiple AIs' war,usually it will collect most of the relics and this helped its economy.The possible improvement to its already very good economy is,it should employ more farmers than wood choppers in later castle and early empiral(from under 40 to about 50 should be OK),so that it can train more food/gold heavy troops,and buy vital technologies quicker.
About military:The strongest part of this AI is in empiral age.At about 50-60 minutes mark(depends on situations),it will reach the 200 population cap with nearly 100 military units(if no large conflict had taken place earlier),most of them are fully upgraded.This can crash most of the AI opponents(or rookie human player) easily. On the other hand,its early military is not very good,although it will train troops(depends on the strategy it employed),but usually they are merely none upgraded spears,skirmisher,archers,sometimes with a few knights,the the worst thing is,it sends in its troops one by one,not in groups,making those feudal/casle attack like suicide(IN emperial it did the same thing,but the overwhelming numbers can compensate it).It is also not smart at using seige and monks,like most of the other AIs:It is not uncommon that it sends in a unprotected ram or treb into the enemy town and monks being killed by a palladin when succesfully comverted a skirmisher.
The main weakness of ZyCat AI is its defence,usually it will place its large wood cutting opperation(the majority of total 30-50 woodies in castle age and later) in one place,far from the original town,without protections,if more than a few of its villager are killed,then its economy/military will screw up,and it will almost never be able to train enough troops to fight the enemy back sinec it will rake replentishing its villeger count as the top priority and its number of farmers are always far from enough to support training lots of villagers and troops at the same time.It will also build mining camps near the enemy territory when its own mines are depleted thus sending hordes of villagers to death,and will build mines everywhere on the map when all mines are gone(I think it is a minor bug).Sometimes the AI will try to wall up its town wwith pallisides,but often very late and not very effective,since its massives woodies are usually outside of it,hope this strategy will be removed from later versions.
So as an opponent,Zycat had little chance with a decent skilled human player,but it will be a tough fight if you fight aginst 3-4 Zycats.It will fight well agaist other AIs usless it suffered heavy villager losses when it is booming in the castle age.Its good economy will help it recover from mistakes in castle warefare(due to its not-so-smart military tactics).
As an ally.Zycat is very reliable/predictable,you can almost always leave it on its own,and don't have to worry about it unless it happened to have placed its massive woodies under enemy castle fire or near enemy's military buildings.It will also send a formidable force to aid your conquest of enemy town,although it is usually is very late. |
Enraged Orange (id: RoboPaul88)
Official Reviewer |
Posted on 09/08/02 @ 12:00 AM
-Zycat-AI Version 1.01
-by Zycat
To review this AI I watched it play 5 games against other AI's. Here are its results:
Game 1:
Zycat vs AllianceThunda
Winner: AllianceThunda
Game 2:
Zycat vs The Dragon
Winner: The Dragon
Game 3:
Zycat vs Standard Computer AI
Winner: Zycat
Game 4:
Zycat vs The Duke
Winner: Zycat
Game 5:
Zycat vs Gothmog II
Winner: Zycat
Zycat played poorly in its game against AllianceThunda. It was the only 2v2 game (the rest were 1v1) and one Zycat was quickly defeated. The other soon followed.
On its next game, against The Dragon, Zycat played pretty well but was overmatched. Zycat advanced through the ages too slowly and didn't play aggresive enough. The Dragon's assault dragged on for about 30 minutes, but at last Zycat was defeated.
The third game, against the Standard AI, was won quickly by Zycat. Playing the Chinese, it started to attack in early Castle Age and didn't stop. The computer lost quickly.
In the fourth game, against The Duke, Zycat started building an army quickly, but didn't need it, as it won a relic victory. The Duke played surprisingly badly (maybe it was some map setting) and didn't put up much of a fight.
The final game, against Gothmog II, was again won by Zycat. Gothmog gave it a good run, attacking three times, but Zycat's early flush had weakened it badly and in the late Castle-Imperial Age Zycat came in and finished Gothmog off.
In Conclusion: Zycat-AI is among the best AI files available on the blacksmith. It manages its economy superbly, places buildings well, and most of the time builds up a large and diverse army. The author obviously put a lot of time into this AI. Good job, Zycat!
Good Points:
- Great economy management
- Expanded a lot and well
- Collected relics quickly and well
- Was able to build a huge army
Bad Points:
- Is weaker with some civs
- Is sometimes too slow
|
Weisi the Great of Stavka |
Posted on 08/08/03 @ 12:00 AM
I tested this on 2 levels: Hard and Hardest
Pros: Combats monks by researching Heresy
Much better naval combat
Fast Relic snatching!!!
Bads: Creates small armies and sends them repetitively against impossible enemies. Poor Siege weapon protection |
gdement |
Posted on 10/08/03 @ 12:00 AM
I like this AI, it's well written and effective.
I've tried this AI in 4 games so far against multiple other AI's. 3 of the games involved 4 teams of 2 players on each team, and the other was a game involving 4 single players. Zycat won 2 and lost 2. Considering his odds in each game were 1 in 4, this is a good record. I should note however that one of the wins was really a stalemate - I ruled all the living players winners.
There is a bug at the bottom of
"Zycat-SeaConstants-125.per"
The line
#load-if-defined cUSTOM-MAP
has a typo, the 'c' of course should be a 'C'
I just happened to hit this bug because I routinely run on the custom map script "The Unknown" with pop. 125. I checked the other SeaConstants files and didn't see the bug in those.
This script uses the map type to determine if its on an island. Unfortunately that means it doesn't work well if it gets an island on custom map types. One of the games it played in ended in stalemate, because it was on an island but never built more than a few galleys, and never tried to invade anyone. Zycat's opponents didn't do any better, hence the stalemate. Perhaps if some amount of time passes, and Zycat hasn't found any meaningful number of enemy buildings on a custom map, he could decide he's on an island. |
four hundred babies (id: Lord_Fadawah) |
Posted on 05/11/04 @ 12:00 AM
Zycat has obtained a reputation for being one of the great AI scripts, but I had mixed feelings when I took it on a road test. I played a few games with it, and beat it every time. It doesn't rush very well, and wastes resources on expensive gold-costing units which can easily be countered. I got to the castle age three minutes ahead of it, and after that it was just mopping up. But it performs very well against other scripts, however. ATEX-Zenith was the only one in my AI script collection which was able to keep up a consistent win ratio of 75% against it, when playing on a non-rush map. The feudal age is definately not its strong point. It can flush, but castle/imperial is its forté. It doesn't rely heavily on siege, weakening it, until late until the game. However, it balances unit groups well and raids the enemy economy. A fine AI overall.
RECOMMENDED FOR
-- AI Wars
-- Intermediate Players
NOT RECOMMENDED FOR
-- Expert Players or Newbies
-- Flushing |
HGDL v0.8.2 |
Statistics |
Downloads: | 8,602 |
Favorites: [] | 2 |
Size: | 134.00 KB |
Added: | 07/21/02 |
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