Teuton AI + Ally AI by Tushar
Posted on 05/21/09 @ 12:13 PM (updated 05/23/09
||The Conquerors 1.0c
Created by: Tushar
Pop Limit :200
Start Age :Dark age
Victory cond. :Conquest
Map :Team Island
Preferences :An Ally (to trade with)
Game type :Death Match(I forgot to mention it)
I had created this AI 2 years ago but forgot to upload, didn't get time actually. This AI was good in beginning but a little(major) change with strategic numbers put it into trouble, i actually copied strategic numbers from my old AI (Macrocosm) into it. This AI is made from scratch. Feel free to use it and put my name everywhere you put it.
You will find this AI catastrophic from Macrocosm (mainly in chat and cheat).
This update now sports Ally AI, an economy based AI that was basically made to support Teuton AI in TI maps.
Please feel free to use 'Ally AI' for your needs and edit it according to your needs.
Request to downloaders: Please comment so I can know if it was worth uploading. Please comment 'after' testing the AI.
|Author||Reviews ( All | Comments Only | Reviews Only )|
I wish there were more categories for this, such as a breakdown for how it plays, the econmy, and creativity rather than a simple score, but needs must.
I first played this as a random map, M@A rushed it, and won within the 20:xx mark.
After telling the creator of this, he scolded me and told me he intended in to be played on deathmatch. I hung my head and played it again.
Initially, I thought that he had failed: my initial boom of units had pinned the AI back and I was starting a castle trush to gain ground from him.
Then I noticed it had began forward building.
While it had advanced though the ages very quickly (the creator requested it be played at dark age) it had not produced many units. I later realised while I had simply placed barracks (I was goths) it had been aging up and scouting for spots to forward build. Moments after realising this a rush of m@a, spearmen and knights hit my base, wiping out my standing army and forcing me back. After a few minutes of raising counters they were reinforced with battering rams and monks, the latter of which was rather depressing for my papal ego. While it had correctly attacked my castles with rams, it had neglected to protect them and they were easily destroyed. Despite this, the incredible intensity of this attack threw me off balance, and I soon began to hope that my advantage of cheap infantry would pay dividends. It didn't.
I was soon forced to cower behind my Castle and barracks wall while raising farms when I noticed that it was counter castle trushing me. I promptly created trebs, which would later be protected by my champ flood and broke the AI down.
The next 20 minutes were the same story, champs killing rams and Infantry attacking my trebs, which destroyed enemy buildings.
Victory came slightly before the hour mark.
Villager high: Human; 58, AI; 18
This is the make or break for the AI. It simply did not create a large enough economy to continue its fight. If it had, I would have lost to the computer.
Because of this I collected 2-3x more of each resource.
Human units lost: 367
Human Kills: 287
However I scored 70:0 in terms of razings.
Ages for the AI were 3 minutes ahead of mine for all three.
An excellent AI for combat practice, however it was undone by its lack of eco and over-use of siege. Had it pressed on with Teutonic knights it would have worn me down and defeated me.
A fun game.
I will not replace this review with the full events of the test on Team Islands, as The AI simply does not do anything other that spam galleons and send paladins and teutonic knights in groups of 5. Such attacks are easily defeated by any civilisation and Cannon Galleons + Fire ships will destroy both navy and fortifications. Forward Building = game over.
For this match both teams had 1 ALLY AI. This AI, contrary to the creators claims does in fact make a military, abeit a weak one.
I personally found the game on Random Land map more entertaining and much more challenging.
[Edited on 07/08/09 @ 08:21 AM]