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Author |
File Description |
Phoenix_Mabuse |
Posted on 02/02/04 @ 12:00 AM (updated 07/04/04)
File Details |
Version: |
The Conquerors 1.0c |
Please see "Readme"-File for Information -
This is the original AllianceThundaEmires-Version and it is the best balanced.
For improvements i need a bit Time to think about.
CU |
Pages: « First « 1 [2] 3 4 5 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Paladin of AOE |
Posted on 12/11/05 @ 02:18 PM
When you choose team islands, the AI builds market way too late and only build navies,it does not build any land units to attack. Also in some part of the game it REALLY gets anoying caue it will keep on saying "i m going to attack, send support now" for non-stop for a long long time |
doublecat |
Posted on 02/06/06 @ 04:43 PM
What I comment on is the ATE series, not just the original AllianceThundaEmires, because their strategies in the post-imp age (even in the castle age) are so much alike.
I have played with these AIs for approximately half a year and I found them really good. I agree with the comments of Berserker Jerker to a great extent. One can see how well they play iff he tries to play against them. Due to my short of time, I just briefly point out their tiny shortcomings as to facilitate the author to continue improving these excellent AIs, since I hope very much there will be a new version of ATE in the near future.
1)Although they sometimes train counter-arms and adopt the counterplots, they are not serious to undertake this strategy. They don't seem to grudge their knights killed by the spearmen once and again.
2)No matter what civs they are, they are inclined to use the same arms (obviously, it is also easy to see they definitely know each civ's preponderant arms, for example, they always try to make heavy scorpions when playing Celts). They prefer to train cavalries if only they have gold, even when they are playing Koreans, Japanese, Vikings; they rarely train the elite unique units and research the unique tech.
3)Their trade carts usually "walk" (sometimes "run", but I have no idea what triggers this).
4)Late in the game, there are usually an excess of food over actual needs in their "bank account", whereas a lack of wood and gold, especially when they are playing Teutons and Mayans.
5)When they have allies, they like to raid one of the enemies and seldom help the raided ally defend enemies.
6)They often build castles in the wrong place, for example, in the edge of the map. I hope to see they place some near enemies' town (the AI "archon" is good at doing this). And they can build more barracks, stables both in their own town and in front of enemies' town as human players do.
7)Why their villagers give up the unfinished building once being attacked?
8)They can have more than 100 villagers when they are unlikely to train more soldiers and reach the pop limit in a short time, especially when they are going to run out of resources.
9)In Land Nomad map, hardest, when I choose them as my allies and enemies, one of the 2nd player(red)'s villager usually walks for a long long time before he decides to build his first town center, and in the meanwhile the other villagers stand still. Sometimes, I found that the "red" player behaved quite well, however, one of the other players got into the trouble.
10)When the troops are moving toward the enemy's town with a ceitain mission, they are not sensitive to the enemy's troops who head them off. Under such circumstances, they seems unaware the danger of being annihilated and do not know what to do.
I hope these will do some help. Of course, there are some inevitable mistakes in the above opinions because I am just a player, not a AI maker; please ignore them.
[Edited on 10/09/06 @ 06:42 AM]
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one time gamer |
Posted on 03/08/06 @ 04:04 AM
Also, nice job on this AI im not very good at AOK but still, i cant beat this AI with cheats (other than "how do you turn this on")but that was on hardest. and about the walls... they arent necessary but seeing a huge town like that with no wall was funny![Edited on 10/09/06 @ 05:36 AM]
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Free Scarler |
Posted on 10/09/06 @ 04:55 AM
3)Their trade carts usually "walk" (sometimes "run", but I have no idea what triggers this).
There's a tech called caravan which doubles their speed. It's just that the AI doesn't always seem to research it.
7)Why their villagers give up the unfinished building once being attacked?
BUG - Every AI does this, it's the main cause why there's something innately flawed with all AIs. Sandy Petersen (developer of AOE2 AI) really screwed up when he did this. Also, AIs don't ever attack ships (unless the ships attack their ranged units) and cannot target certain threats with their TC.
9)In Land Nomad map, hardest, when I choose them as my allies and enemies, one of the 2nd player(red)'s villager usually walks for a long long time before he decides to build his first town center, and in the meanwhile the other villagers stand still. Sometimes, I found that the "red" player behaved quite well, however, one of the other players got into the trouble.
Every AI has trouble with nomad, the standard AI sometimes doesn't build a town center at all and just waits to be vaporized.
10)When the troops are moving toward the enemy's town with a ceitain mission, they are not sensitive to the enemy's troops who head them off. Under such circumstances, they seems unaware the danger of being annihilated and do not know what to do.
The standard AI also does this, you can approach their army and simply remove all siege units while the swordsmen, cavalry and other units still run up to your base. Probably another AI bug/anomaly. *edit* sometimes the one unit you're attacking will fight back, unless it cant. Obviously, bombards and trebs cannot attack your paladin from so close, and so they're annihilated. I still remember using it when a Goths hard standard AI tried to beat the (censored) out of me where my eagle warriors simply removed all of his cannons without them firing a single shot. The AI only "sees" your buildings and targets them with its siege weapons, so other activities are NOT detected by the siege units unless they get attacked.[Edited on 10/09/06 @ 04:59 AM]
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AjeziSajirava |
Posted on 11/11/06 @ 10:02 AM
It is good :) |
niubbo_italiano |
Posted on 01/08/07 @ 02:12 PM
the best AI for rush-games ever seen.
for long matches (i tried only on maps like arabia) i noticed some problem about the behavior of villagers and the management of resources.
- when there's no more wood on map villagers stop to work and don't create new farms to get food. this freeze the game like that: it prefers create more militar units rather then buy wood to build or renew farms to trade for gold.
- no trade upgrades
- no stone-wall for long matches :(
other little things were posted before ^^
thx a lot for this AI script...i hope in a future update of it.
[Edited on 01/08/07 @ 02:27 PM]
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amit9up |
Posted on 04/14/07 @ 10:31 AM
Ok How do you install this thing. I unzipped all the files in my AI folder and noticed no difference. AI sux as ever |
newIdea |
Posted on 04/14/07 @ 01:10 PM
amit9up, to use the newly installed AI files, go to your editor, click the "Players" tab, and select it from the "Personality" dropbox.
You can also select them in the lobby of single player games. |
Calmarius_HUN |
Posted on 11/14/07 @ 07:04 PM
This AI is the best I have ever seen.
It is quite challenging. But it can be easily figure out. Here some tricks:
(I tested it on random map and full-tech tree is on. And basic resources.)
- It usually starts attacking with kinghts. Fetch them to your town center if you can, and garrison the villagers in it and let them killed. You can increase the performance when you instruct your scout cavalry to circle around your TC: the kinghts started to cruise them and get killed.
- Build few castles (3-6) forward and let the their units be killed. It doesn't uses heavy siege weapons like trebuchet too early so you can set up your huge army while it playing.
- The AI doesn't builds walls and such obstacles so you can easily run in its town and kill many villagers especially when lot of them are gathering tree far away from the TC. When soldiers come you simply run out to your castles.
So this AI has only the disadvantages of the standard AI that cannot be contolled I think.
I usually play random map against 4 standard players. But one ATE player is enough for me. Two are too tough.
(Sorry about the spelling mistakes if there are any, I'm a Hungarian...) |
Vizorslash |
Posted on 11/19/07 @ 04:32 AM
When I downloaded the AI and versed it in a 1v1 match. They somehow lost their 3 villagers and their scout did nothing so i won.
Is there anything that can stop this? |
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HGDL v0.8.2 |
Statistics |
Downloads: | 19,017 |
Favorites: [] | 9 |
Size: | 507.76 KB |
Added: | 02/02/04 |
Updated: | 07/04/04 |
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