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AI Files » IS_Machine [1.0c 7.5B][UP 9.0]
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IS_Machine [1.0c 7.5B][UP 9.0]
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Author |
File Description |
DuckOfNormandy |
Posted on 04/23/07 @ 03:47 AM (updated 11/12/13)
File Details |
Version: |
The Conquerors 1.0c |
Here there is my updated AI script. It plays:
- any land map such as Arabia,
- any water map,
- any mixed map such as coastal or continental, balancing war on land and water;
- real world maps as well,
- Nomad map,
- Land Nomad type custom maps
- custom maps such as Green Arabia and any land/water/mixed custom map similar to standard random maps.
Other settings:
- any civilization,
- any player number; in 2v2 3v3 4v4 games it plays better allied w other IS_Machine player exploiting comunication between allies
- any starting resourches, standard preferred
- any starting age, dark-age-start preferred
- any map size, preferred sizes according with the right player number,
- regicide as well
- any difficult level with gather handicaps for moderate-easy-easiest,
- any population but not 25; 200 pop preferred,
- any victory conditions, conquest preferred,
- also Deathmatch (first attempt, 3.1 upgrade)
- diplomacy: never tested
Preferred civilizations:
- goths, aztecs, followed by huns, vikings, teutons but also britons, mayans for full land map
- japanese, vikings, byzantines, celts, goths for mixed maps,
- saracens, vikings, japanese for full water maps.
- goths, japanses, aztecs, persians for Nomad map,
- Chinese for Land Nomad map :lol: this may be not a surprise
Try also other civilizations since every civ has its unique strategies (1 to 3 depending by the civilization)
Included in the file:
- IS_Machine; standard non-cheating version of the AI
- IS_BC_Machine; boar-cheating, a little resourche cheat included to compensate the boar bug in wich AIs are unable to hunt boars. 200 food is added at 8th minute and 220 wood is added at the beginning of the feudal age. This may be considered a cheat exactly compensating the unability to hunt boars for all AIs. It performs a human-like feudal time 11:xx
- IS_HC_Machine; hight-cheating, a more consistent resourche cheat included. 250 food is added at 8th minute, 300 wood and 300 food at the beginning of feudal age, 300 wood 300 food and 300 gold is added at the beginning of castle-age.
Easy switch between turneament/std version (3.2 upgrade)
Standard version: more variability, optimized to face human players; current standard setting for IS_Machine
- Early feudal age played according with next feudal unit mix (3.3 upgrade)
- feudal unit mix is choosen randomly between 3 different settings (6.0 upgrade), for each civ the preferred unit mix has more chances to be chosen
- feudal behaviour is choosen randomly between 3 different ones: "quiet", "aggressive", "very aggressive"
- capability of feudal attacks vs castled enemy is allowed or not randomly
- castle/imperial unit mix is chosen randomly; unit mix optimized to face the correct enemy civilization is chosen more often
- First barracks is built before fisrt mining camp in land maps
Turneament version: more effectiveness, optimized to face other AIs
- always choses its best feudal unit mix
- only "agggressive" or "very aggressive" (4.3 upgrade) feudal behaviour is choosen
- capability of feudal attacks vs castled enemy is not allowed
- castle/imperial unit mix optimized to face the correct enemy civilization is always chosen
- First mining camp is built before first barracks in land maps
To switch from "standard version" to "turneament version" it is possible to edit the file "IS_Machine4.per" in "Age of Empires II\AI" folder changing a single line (do not use minus characters for "YES" and "NO")
Line: "(set-goal-goal IsThisTurneament NO)"
becomes: "(set-goal IsThisTurneament YES)"
To switch between "standard version" to "turneament version" during a game, send the message "150" to the AI. The AI will play as a turneament version only in that game (3.3 upgrade)
UserPatch full compatibility (8.0 version). IS_Machine plays the same settings in the standard 1.0C version as well as for the UserPatch mod. Moreover:
- boar hunting ability added,
- army grouping/retreating ability added
- capability to assign more builders to a single building,
- capability to drop resourche to train villagers/reseacrch feudal age and castle age
- Placement of military building in front of main TC
- capability of retreating army (8.6)
- capability of attacking from different directions (8.6)
- capability of avoiding enemy TC/tower/castle fire (8.6)
- capability of garrison buildings (8.6)
- human-like feudal time and early feudal rushes
- capability of attacking enemies from different angles on lands (9.0) |
Pages: « First « 1 [2] 3 4 5 6 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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DuckOfNormandy
File Author |
Posted on 02/14/08 @ 10:16 AM
As far as i know there wouldn't be problems related to custom scenarios. IS_Machine would play like in a normal random map. Only a little suggestion: place 2-3 trees near the starting town center because IS_Machine will place a lumber camp only after placing the first mill.
Problems like passing throught gates etc are tipically game-engine problems. There are known AI settings that may crash the game, but beyond those it is difficult for an AI script to generate similar behaviours.
Also, there may be non-standard settings, like scripts that make the game run at 4x, 5x, ... 10x speed, that may cause similar problems
I am happy you like my AI :) i am going to release another upgrade after AIScripters 1v1 Arabia turneament in February 2008 |
DuckOfNormandy
File Author |
Posted on 08/27/08 @ 09:55 AM
Following posts will be about 3.1 Evolution version ^^[Edited on 11/06/08 @ 08:47 AM]
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Terra Guardian |
Posted on 12/21/08 @ 11:30 AM
Rating: 5
Best AI for Landmaps I know of... but seems the 3.0 version was tougher. Didn't test it very well, but it was beaten yesterday by Alliance-Thunda AI on Arabia, what has never happened before and lost versus the older 3.0 version. But maybe this was only by chance...
Really cool work, keep on with it!!!
Additional Comments: Excellent AI. What else to say?
[Edited on 12/21/08 @ 05:30 PM]
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DuckOfNormandy
File Author |
Posted on 02/04/09 @ 05:49 AM
Thanks very much, really!
I have updated again my AI. to 3.2 version. Generic improvements and bug fixing, improved start on water/mixed maps, new easy switch between standard/turneament version, FFA optimization |
Terra Guardian |
Posted on 02/08/09 @ 07:43 PM
I know how hard it is to create a non-cheating AI, circumventing all the bugs in the game-engine. (Thinking about all these "first mill bugs")...
I also write sometimes a few lines, but till now only beating Apricot-Knight. And now I'm too lazy again to continue...
Your AI I watch very often and I'm really impressed of your great job... |
DuckOfNormandy
File Author |
Posted on 03/04/09 @ 10:34 AM
You may also visit aiscripters site and forum if you like AI scripting
I have updated again my AI. to 3.3 version. Generic improvements and bug fixing, added easy switch between standard version and turneament version during the game, defense manager upgrade, warboat production upgrade. |
BearTheGreat |
Posted on 03/20/09 @ 06:44 AM
Rating: 5
This is a strong opponent that attacks well and relentlessly. It is a very well rounded AI. I have faced it in numerous tournaments at aiscripters, and it always ends up towards the top of the pack. It excels on land maps and is respectable on water maps. I look forward to continued updates from this scripter. He is one of the best still active scripters around, and a very worthy opponent.[Edited on 04/26/09 @ 09:34 PM]
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DuckOfNormandy
File Author |
Posted on 06/16/09 @ 12:03 PM
Thanks BTG! I value very much your "rating my AI" and your comments since you are still one of the most valuable scripters still active.
Updated to Version 4.0. Generic updates and bug fixing, specific civilization's strategy adjustments, tactic optimizations, team games optimizations, feudal-to-castled-enemy phases optimizations and so on
Updated to version 4.01. Fixed too high castle time when under pressure in feudal age, improved war on sea, better start for mayans[Edited on 07/03/09 @ 10:57 AM]
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Ilumiknight |
Posted on 07/14/09 @ 03:26 PM
Rating: 4.5
(Insert Rating analysis here)
A nearly perfect AI, and it completely blows away the standard AI the game comes with. While it has a few problems, it is probably the closest thing to perfect I've seen.
Additional Comments:
I've played many games with this AI on Moderate, Hard and Hardest, and all times it does not disappoint. My first game it caught me off guard on Moderate because I didn't expect such a large army in the castle age. It plays incredibly well and I love the narration it has. Although some of the narration isn't perfect English, it makes the AI seem even more Human-Like. It doesn't play as well on Sea Maps like Islands though, it seems to neglect sending Transport ships till the late game (and it should try to send them earlier and more often if possible) and it seems to ignore the small islands with just resources on them. Your AI seems to think it can win with only massive Navy and that causes the island games to take a long time. Although granted, it actually plays Islands really well especially compared to the standard AI. I look forward to any future updates you have for this, because it is really good. It is just the right balance of challenge and what a great AI should be. It only needs a bit of work on the sea-warfare.
-One last thing that I noticed: Your AI does not seem to respond to 222 when I call it for help. It says it will send what it can, but it never sends anything. That definitley needs fixing. Also I've seen that when other IS_Machines say they need help, none of them send anything. If you fix that I'd definitley give it a 5. But that really needs fixing. |
DuckOfNormandy
File Author |
Posted on 11/30/09 @ 04:06 AM
Thanks Ilumiknight.
4.2 update: feudal very aggressive behaviour completely rewritten and it is now the main behaviour in turneament setting, more often choosen in std settings.
Goths train now also barracks huskarls in UU strategy
Many other minor changes |
Pages: « First « 1 [2] 3 4 5 6 » Last » |
HGDL v0.8.2 |
Statistics |
Downloads: | 9,767 |
Favorites: [] | 9 |
Size: | 219.55 KB |
Added: | 04/23/07 |
Updated: | 11/12/13 |
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