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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: [1] 2 3 4 5 » Last » | Author | Comments ( All | Comments Only | Reviews Only ) |
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gamefreak93 |
Posted on 02/13/04 @ 12:00 AM
note: you do not need gold for a castle, you need stone. |
andyblast |
Posted on 06/02/04 @ 12:00 AM
Do I have to put ALL the *.AI in the folder & clutter up my pull down menu or do i just need a specific one to play like the general versions of ATEX & Zenith (non-specified raid or flush). Also, if i dont play with tourney version, do i need to keep the -=T13=- folder & T-***.ai & T-***.per too?? |
andyblast |
Posted on 07/07/04 @ 12:00 AM
First of all, thanx for the improved folder-isation.
Also, I've now got the following Alliances in my HDD (tho yet to play with Empire):
1. AllianceThunda Empire (This one)
2. AllianceThunda Phalcon (One which was on this ID before, with all specialised strats seperately)
3. AllianceThunda Zenith v2.3b (with both tourney & cheater versions, along with some special Raid/Flush strats)
4. AllianceThunda Extreme v9c (with both tourney & cheater versions, along with some special Raid/Flush/Yurt strats); also having the taunts which I hope, work for newer versions too)
Problem is, Which is the most updated version (Cheat & non-cheat both) that I need to keep?
PS: Also, how is "AllianceOpponentKit" different from all these? |
Doktor Mabuse |
Posted on 07/13/04 @ 12:00 AM
Hi !
Sorry that i response so lately - i rarely check my E-Mails :)
You can delete all former Versions - only the "Empire Version" is of use.
The new Version will also use the Taunts.
There is no additional Difference from Hard vs Hardest in the new Version (the difference of 500 pre resource at beginn of each Age stays the same).
The OpponentKit is basically the same - you could "build" your own Opponents or use the "selected ones" - the Advantage of the "pre-selected" is that the Computer will start the Game earlier as the Engine does not parse all the Code (per Player !!!) before Game-Start.
I can take a while if you want to play vs 7 EmpireVersions before the GAme Starts (but i will improve this as i got aware that the parse-times are too long - and will reduce the Code to a minimum - by now there is a bit "waste")
thx and CU
(i will update this Version for sure in Order to be stronger and smarter) |
andyblast |
Posted on 08/17/04 @ 12:00 AM
Excellent AI. Forget all other Alliances, just get this. Absolutely terrific Land/Sea mix-strat on mixed maps.
Prolly the best AI here... |
Doktor Mabuse |
Posted on 12/30/04 @ 12:00 AM
@LPype:
(in memoriam to your Review):
My AI builds Castles.
I has (atm) no Strategy that make it build EARLY Castles, but it builds them anyway. Everybody who would have tested my AI carefully would have noticed that.
Just play DM or high Res-Start and you see (immediatly) that my Ai builds Castles.
Secondly i ask myself why you give an Ai that don`t give you as much Joy as the standard-AI and also lose vs standard-AI 4.5 Points ? |
Doktor Mabuse |
Posted on 12/30/04 @ 12:00 AM
But of course - i want that you like my AI and that it deserves the 4.5 Points you gave me -
so i will develope an AI that builds an early Castle (probably more later ;)) and UU as main UNit.
Sorry though about the Walls - i really have no place for them in my AI
CU
Mabuse |
theliberator |
Posted on 04/05/05 @ 05:04 PM
This is the best AI I have ever used. It actually poses a challenge to me (I cannot play aganist human players on the Zone, due to by horrable internet connection). I would give it a 5 if I left a rating. |
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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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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