|
AI Files » Dark Age DeathMatch AI by Kulag
|
Dark Age DeathMatch AI by Kulag
|
Author |
File Description |
Kulag |
Posted on 06/29/04 @ 12:00 AM
File Details |
Version: |
The Conquerors 1.0c |
This is an Ai for use on DeathMatches starting in the Dark age as of Jun 28, 2004 it is a work in progress, so watch for updates. Hmm...I suppose that wasn't a good description. Oh well, just dlod it and try it. It works only with the Goths on a land map and works best with pop limit set to 200.
I await your comments!!! |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
---|
four hundred babies (id: Lord_Fadawah) |
Posted on 08/02/04 @ 12:00 AM
I downloaded the file, unzipped it into the correct folder, started a DM game to test it, and immediately had the AI resign on me, complaining that it wasn't Goths. Odd, a DM AI that only plays Goths. I'm not terribly experienced with DM, but I do know that the Goths aren't such a great civilisation. They don't get paladins. They don't get Arbalests. They have great infantry, but there's only so far the infantry line can take you in DM. If you're Goths, and a Hun enemy sends over 40 Paladins and 20 Heavy Cavalry Archers, you are going to die. This AI, however, has another unusual requirement for a DM AI -- it will only play starting in the Dark Age. Most DM games take place in Post Imperial, but the designer has gone against the grain. With a little work, it could have been an excellent file. Unfortunately, it is executed poorly.
On a typical Arabia game, your AI is pretty slow. A human player is able to rapidly shoot through the ages on DM by virtue of constructing buildings with multiple villagers. Your AI, on the other hand, only builds buildings using a single villager, so it advances much slower. It got to the feudal age two minutes behind me, castle age four minutes behind me, and imperial age thirty seconds ahead of me (wolf attacks are bad when you've forgotten to research loom...)
Your AI constructed several raxes, and started pumping out champions from all of them. I (Huns) built up a force of HCA and Hand Cannoneers to counter in preparation for a massive onslaught from your AI...an onslaught that never came. Your AI doesn't attack, I'm not sure why. Perhaps it's because of the several goals your AI spread it's attacking plan throughout, I know that goals often cause problems. Your AI is slow, but that is small potatoes beside the fact that it isn't any challenge at all. You can attack it at your leisure. It doesn't expand and claim gold mines, you can simply harass and destroy its units until it runs out of gold.
I don't recommend this AI. Perhaps you should update it?[Edited on 06/28/06 @ 05:53 PM]
|
Skull |
Posted on 04/09/05 @ 02:39 PM
Written by Lord Fadawah:
---------------------------------------------
"I (Huns) built up a force of HCA and Hand Cannoneers to counter in preparation for a massive onslaught from your AI...an onslaught that never came."
---------------------------------------------
I would have liked to see that massive, hunic Hand-Cannoneer Army ;)
|
Visual_Basic |
Posted on 08/20/05 @ 04:48 AM
--------------
Your AI, on the other hand, only builds buildings using a single villager, so it advances much slower.
--------------
For reviewing you should also know a bit of ai-scripting yourself: You cannot make an AI building a building with more than one villie ;). Sometimes AIs have luck, that a builder has just completed a certain building so that he\she continue working on a building which is in progress - but you cannot influence this with ai-scripting!
No offense intended - |
HGDL v0.8.2 |
Statistics |
Downloads: | 831 |
Favorites: [] | 0 |
Size: | 3.70 KB |
Added: | 06/29/04 |
|