You must be logged in to post messages.
Please login or register

AI & RM Scripting
Moderated by Leif Ericson

Hop to:    
Welcome! You are not logged in. Please Login or Register.1174 replies
Age of Kings Heaven » Forums » AI & RM Scripting » The Userpatch AI Scripting Ladder
Bottom
Topic Subject:The Userpatch AI Scripting Ladder
« Previous Page  1 ··· 4 5 6 7 8 ··· 20 ··· 24  Next Page »
Leif Ericson
Seraph Emeritus
posted 07-28-13 11:14 PM CT (US)         
The UP AI Scripting Ladder


Welcome to the third continuous installment of the AoKH AI Scripting Ladder, now supporting Userpatch for the first time. Here you can enter your AI to compete against AIs with a wide range of abilities and a huge range of strategies. Whether it's to improve your AI's skill or whether you want to enjoy the exciting fun and community it provides, the Userpatch AI scripting ladder will suit your needs.

The Userpatch (UP) is a community patch that provides enormous benefits to the game, allowing AIs to become exponentially more intelligent, among others. Click here to download the patch and learn about everything the Userpatch can do! You'll find many scripters here who are more than willing to help you learn how to script and how to use the new UP commands.

Also, if you enjoy scripting, you should join the AI scripters community at http://forums.aiscripters.com/. You can also find a guide to AI scripting here and a guide to the new UP commands here.

How Do I Join?

If you want to enter the ladder, just drop a post in the thread with a link to your AI, tell us what civ you want it to play, and your AI will be added to the ladder.

When you enter your AI, it will play four unrated games against different opponents and given a rating based on its performance. Once your AI has been given a rating, your AI is ready to enter round play and climb up the ladder.

New: Each forummer can only have one AI in the ladder at any time.

How Does the Ladder Work?

Like multiplayer ladders, the AI ladder determines an AI script's overall skill ability over the course of several games and compares the skill ratings of other AIs to each other.

The AI Ladder uses the ELO system, the same system used to rank chess players or players on online gaming sites such as Voobly. The ladder is run in rounds with each AI grouped in a league of (ideally) five AIs according to ability. During each round, each AI will play each other AI in its league twice. The winning AI's score in each match will be increased according to its opponent's score, either a large amount if the AI defeated a higher ranked opponent or a smaller amount if the AI defeated a lower ranked opponent. The losing AI's score is decreased in the same way. Once the round is over, a new one begins, creating continuous cycles of competitive fun.

To make things more interesting, we randomize between Arabia, Ghost Lake, Gold Rush, Mongolia, Oasis, and Yucatan. To facilitate the randomization, you can download the official AI Ladder random map randomizer to test your AI and to test matches: link

AI Classes:

New: All AIs are divided into leagues according to ability, with ideally 5 AIs in each league. The leagues are reorganized at the end of each round to re-sort the AIs into the leagues by ability.

If an AI is the lowest-ranked AI, has at least 75 points lower than every other AI, and has lost at least three games in a row, the AI will likely be dropped unless the author requests the AI to remain in the ladder.

Game Requests:

New: Requested games no longer count for score, but they can be requested nevertheless.

Previous AI Ladders:

In addition, for those who like a bit of nostalgia, you can find the previous installments of the AI scripting ladder here:

The AoKH AI Scripting Ladder 1.0
The AoKH AI Scripting Ladder 2.0




Standings:


Cavaliers:
Rank:
1.
2.
3.
4.
AI Name:
Barbarian
The Horde
Promi
Juggernaut
Rating
1970
1767
1729
1722

Civilization
Random
Random
Random
Huns
Author
II2N
zergs
Promiskuitiv
UnfairestEel
Download
Barbarian v2.17 - Updated 8 May, 2016*
The Horde 3.7 - Updated 23 Oct, 2016*
Promi 1.53 - Updated 10 Dec, 2016*
Juggernaut 1.5 - Updated 27 Aug, 2014*


Knights:
Rank:
1.
2.
3.
4.
5.
AI Name:
Illuminati
TRON
Daedric
IS Machine
Crusade
Rating
1703
1701
1690
1633
1609

Civilization
Random
Mongols
Random
Random
Random
Author
Aleph
cakemaphoneige
Armelon1
DuckOfNormandy
Campidoctoris
Download
Illuminati AI v0.5c - Updated 21 Aug, 2016*
TRON 0.2R - Updated 8 Dec, 2013*
Daedric 1.9 - Updated 28 May, 2016*
IS Machine 8.6 - Updated 5 Feb, 2014
Crusade 4.42c - Updated 6 Dec, 2014


Squires:
Rank:
1.
2.
3.
4.
5.
AI Name:
Tribal Warriors
BruteForce
Meleon
Boss
The Unknown
Rating
1653
1557
1538
1489
1473

Civilization
Random
Huns
Goths
Random
Random
Author
estyty
CheeseOnToast
scripter64
lws735
offwo200
Download
TRiBal_Warriors v4.57 - Updated 9 Dec, 2016
Bruce Force 3. 1 - Updated 13 Feb, 2017*
Meleon - Updated 12 Jun, 2016
Boss 2.3 - Updated 18 May, 2017
The_Unknown v2.00a - Updated 24 Feb, 2016



* Always use the latest version if indicated with an asterisk.





Archived AIs:

The Khanate
UnfairSteel
Dreadnought
Randomization
Nightmare AI
f1@$h Myn
Nosferatu

(Check the second AI Ladder thread for a list of archived 1.0c AIs)






Playoff Results:

Season 1 - Winner: Barbarian


Schedule:


Anyone can judge any of the games in the AI ladder, and judges do not have to sign up for a game before playing it. However, you may make a post in the thread if you wish to reserve a game to judge. Those who are willing to judge and record these games, please post for which games you would like to play. Authors should not judge games that contain their own AI. All games should be played on Hard difficulty, tiny map, 200 pop, Dark Age, low resources, and Conquest victory. The current version of the Userpatch (version 1.4) and the official randomizer map script should be used. Games will be considered a draw if they last more than two hours, unless an AI has less than 2 villagers at the two hour mark. Thus, you can end the game after two hours if you wish.

It is recommended that the judges cheat "natural wonders" so that there is no possibility of interference from the judge. However, if you feel that this would hamper your ability to review the game you may opt not to do this, as long as you provide the recorded game.

If you decide to use Cheat Engine's speedhack feature, please limit your games to x5 speed on Slow speed or x3 speed on Fast speed, unless one AI has clearly won the game and you want to speed up the "cleaning up" process. Any faster speedhack is prone to mess up AI functionality on slower computers.

Once the game is finished, please write a short review of the game. Provide helpful comments on what were each AI's weak points so that the authors of the scripts can know how to update them. Also post the recorded game link along with the review. To make it easier for us to gather information from the reviews, please post the reviews of the games in this format (just copy it into your post and edit it):

AI #1 (Civilization) vs. AI #2 (Civilization)

Map: Arabia (or whatever map is chosen)

1 Jan, 2013 (this date is just an example of the format)
Map Type: Mongolia (or whatever map is chosen)

Review:

...
...
...

Winner: (AI Name)
Recorded Game link


Thanks for judging and reviewing! Here is the current schedule. Sign up for the games you would like to play:

Season 2

Round 4


Entrance Games:
 
1.
Entering AI:
-

vs.
Opponents:
-
Results:
-


Cavaliers League:
AIs:
Barbarian
Promi
Juggernaut
The Horde
Round W-L
4-0
0-4
0-2
2-0
vs. Barbarian
x
LL
LL
--
vs. Promi
WW
x
--
WW
vs. Juggernaut
WW
--
x
--
vs. The Horde
--
LL
--
x


Knights League:
AIs:
TRON
Daedric
Illuminati
Crusade
IS Machine
Round W-L
2-2
3-3
4-2
1-3
2-2
vs. TRON
x
LW
WL
--
--
vs. Daedric
WL
x
WL
--
WL
vs. Illuminati
LW
LW
x
LL
--
vs. Crusade
--
--
WW
x
LW
vs. IS Machine
--
LW
--
WL
x


Squires League:
AIs:
Tribal Warriors
BruteForce
Boss
Meleon
The Unknown
Round W-L
2-0
0-4
0-4
4-2
4-0
vs. Tribal Warriors
x
LL
--
--
--
vs. BruteForce
WW
x
--
WW
--
vs. Boss
--
--
x
WW
WW
vs. Meleon
--
LL
LL
x
WW
vs. The Unknown
--
--
LL
LL
x

~`o~|\  Join the fresh and exciting AI Ladder for its fourth season!
 `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-

[This message has been edited by Leif Ericson (edited 09-04-2019 @ 06:39 AM).]

AuthorReplies:
fenris_w0lf
Squire
posted 09-28-13 11:11 AM CT (US)     251 / 1174       
I will judge Game 4 - The Horde vs Boss

GL guys

Horde won the game. Review coming up a bit later tonight.

New round??

Review:

Round 12 - Game 4 - The Horde v3.2i (Goths random) vs Boss v1.93 (Mayans random) on Yucatan (again!)

(Using UserPatch 1.3 - Normal speed the first few minutes, then changed to fast. No CheatEngine used)

Shorter review this game as well.

Both AI's builds feudal armies. Boss sending the odd single unit to Horde's gold. These single units gets handled immidiately and pose no threat.

Around 20 mins Horde sends his troops to Boss' base, but retreats upon arriving, most likely due to even military numbers.

After this. Horde sends in m@a's to Boss' lumbercamp one at a time and causes minor disturbance.

27 mins and Horde sends in all his Castle-age troops to Boss' Feudal Age base.

The attack is devastating and even though Boss reaches Castle Age the game is all but over.

Times:

Feudal - Horde 12:14 - Boss 12:10
Castle - Horde 26.05 - Boss 30:10
Imp - Horde 44:20 - n/a

GG

Winner: Horde

Recording: https://app.box.com/s/n1d2z2tzkw6757kb7h1f

Gametime: 48:20

Notes to lws735:

* I notice you dont queue vills at TC. According to Scripter the 60fps helps reducing the delay, but there is still some delay so if you queue vills at TC you will gain more villagers faster.

* You seemed to be a bit low on wood reaching feudal, so there was some delay getting that Archery range up and ranged units out. Perhaps a few farms less on Yucatan is a possibility?

* You might want to take a look at your resign-rules.

Notes to Archon:

* I dont know if this is by design or not, but I notice you too dont queue vills at TC before vill 14. Just wanted you to know. Actually I found out that you lost 6.5 seconds to Boss by not queueing and having "home-map" due to "slot orders influencing timings." (see more below)

* I notice that your feudal troops have a tendency to clump up around your TC. Allthough its probably not a big thing it still leads to some small bumping for farmers.

Notes to all scripters:

I dunno if this is all well-known facts, but here's Scripters explanation as to why Boss had less TC-delay than Horde:
[130928 20:50] (scripter16) what player numbers are used?
[130928 20:50] (scripter16) slot, I mean
[130928 20:50] (scripter16) not color
[130928 20:50] (scripter16) like, horde 1, boss 2?
[130928 20:51] (fenris) yes 1 and 2
[130928 20:51] (scripter16) horde 1?
[130928 20:52] (fenris) yes horde 1
[130928 20:52] (fenris) boss 2
[130928 20:52] (scripter16) AIs are processed
[130928 20:52] (scripter16) in reverse player slot order
[130928 20:52] (scripter16) so boss would process first
[130928 20:52] (scripter16) horde second
[130928 20:52] (scripter16) etc.
[130928 20:52] (scripter16) this can sometimes influence timings
[130928 20:52] (scripter16) not too significantly
[130928 20:52] (scripter16) but it's there
[130928 20:53] (fenris) influence timings ...
[130928 20:53] (fenris) how long does it take to train a vill 26%
[130928 20:54] (fenris) ?
[130928 20:54] (II2N) 0.26*25s
[130928 20:54] (fenris) so 6.5 secs
[130928 20:54] (II2N) it should queue anyway
[130928 20:54] (fenris) in 14 vills
[130928 20:55] (fenris) yeah indeed
[130928 20:55] (fenris) this goes to prove it I guess

[This message has been edited by fenris_w0lf (edited 09-29-2013 @ 05:08 AM).]

II2N
Squire
posted 09-28-13 11:13 AM CT (US)     252 / 1174       
The_Unknown (Full Random => Mayans) vs Dreadnought (Full Random => Byzantines)

Map Type: Yucatan


An enormous river splits the map in half, having only 1-tile-wide crossing at the edges of the map.

Despite having plenty of food available, The_Unknown builds unnecessary dark age farms. It also goes to hunt deer rather far away without milling them. Dreadnought farms less but doesn't either mill 2nd berry bushes.

Dreadnought FCs with a stable and an archery range while The_Unknown goes for boom with 4 TCs. Too high dropsite-separation-distance seems to prevent Dreadnought's mining camp from getting placed at stone. It also builds too many archery ranges, not having enough resources to run them all so early.

The_Unknown trains some mangonels and monks against the rush, but the archers hurt economy badly. At 33min Dreadnought finally takes crossbowman upgrade, and the extra range proves itself effective while hunting villagers. The_Unknown manages to reach the imperial age but it is too damaged to train anything more interesting than poorly upgraded archers.

Dreadnought is slow at razing The_Unknown's town since it doesn't bother to build a siege workshop and train rams, and the army doesn't seem very responsive either, eventually stopping almost completely. Thus almost nothing happens during the last hour.

Winner: Dreadnought
Game time: 2:00:00

Record

[This message has been edited by II2N (edited 09-28-2013 @ 12:02 PM).]

scripter64
Wolved
posted 09-28-13 12:27 PM CT (US)     253 / 1174       
GG Alevo! Thanks for judging, fen!
I'll look into that patch thing
Leif Ericson
Seraph Emeritus
posted 09-28-13 11:44 PM CT (US)     254 / 1174       
TRON will play its fourth game against Crusade. Too tired to update the thread tonight.

~`o~|\  Join the fresh and exciting AI Ladder for its fourth season!
 `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-
II2N
Squire
posted 09-29-13 00:47 AM CT (US)     255 / 1174       
TRON (Mongols) vs Crusade (Full Random => Celts)

Map Type: Gold Rush


Both AIs build their first mining camp to the center gold and go scouts, Crusade pairing them with mostly spearmen and later archers, Tron with archers and skirmishers. At late feudal Crusade finally attacks, but it has to fight under the fire of watch tower, and thus it trades most of its army for a few villagers and some soldiers.

TRON is faster to reach the castle age, and it attacks immediately. With a few crucial castle age upgrades it overwhelms Crusade. It takes some time to defeat Crusade though, since TRON hunts every house and camp before eventually taking the remaining market down.

Winner: TRON
Game time: 0:52:27

Record

[This message has been edited by II2N (edited 09-29-2013 @ 01:14 AM).]

Leif Ericson
Seraph Emeritus
posted 09-30-13 07:55 PM CT (US)     256 / 1174       
TRON has entered the ladder with a 1679 rating. Well done!

Round 13 is up. Due to the odd number of AIs I decided to have one AI play two games this round (TRON) rather than have one AI get skipped.

~`o~|\  Join the fresh and exciting AI Ladder for its fourth season!
 `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-
lws735
Squire
posted 09-30-13 11:23 PM CT (US)     257 / 1174       
I will judge game 5 of round 13.

Dreadnought(Chinese) vs Is-Machine(Mayan)
Map type:mongol
Game-time:55m
Winner:Is_Machine
Record link:
http://forums.aiscripters.com/viewtopic.php?f=14&t=2953

No war before Castle-age and both build forward-castle to defend its town,in middle of castle-age,Is train much more infantry to attack Dreadnought,because the forward-castle the attacking became a seesaw battle. But Dre's economy is unbalance and only one barrack and one archery-range,couldnot train more soldiers with lack of gold under-attacking, after some time ,Dre couldnot resist the continious attacking,and lost the game at last.

[This message has been edited by lws735 (edited 10-01-2013 @ 00:09 AM).]

Promiskuitiv
Squire
posted 10-01-13 00:53 AM CT (US)     258 / 1174       
Crusade (Full Random => Turks) vs. UnfairSteel (Full Random => Turks)

Map Type: Gold Rush

Review:

The first thing to stand out is that it's a civ war, turks against turks on gold rush. The gold is a closer to Crusade but UnfairSteel probably won't just let Crusade take it anyway. :P

Crusade places his first mining camp next to the center gold while Steel doesn't build one at all, but instead constructs three archery-ranges and a blacksmith once arriving in the feudal age (at 13:52 - same as Crusade). My guess is that Steel didn't build a camp because there was gold very close to his TC which blocked his camp building rules although the max-drop-distance for gold was too low for the villagers to actually mine the gold.
Crusade trained a small army consisting of m@a and archers and attacked - although due to missing retreats from the enemy TC it just ended up suiciding all units without actually doing anything except for stopping a few enemy villagers from working for 2 seconds.
Crusade does this again and again and again and again (while switching his army composition to scouts and archers) and now slowly starts to interrupt Steel's economy more and more. Steel built a market by now but didn't use it to get gold for units / the castle-age yet (or just didn't use the gold yet).
Since Steel didn't train any soldiers Crusade just slowly razed his town. At some point Crusade castled and switched to knights + cav archers to finish this. After 40 minutes of game-time in total Crusade added a ram to his army composition which made Steel resign after two more minutes.

Winner: Crusade
Recorded Game: http://forums.aiscripters.com/viewtopic.php?f=14&t=2491&p=60351#p60351

Would've liked to see the "real" match, but since this wasn't a mapscrew i couldn't have restarted.

Creator of Promi.
Any feedback is greatly appreciated.

[This message has been edited by Promiskuitiv (edited 10-01-2013 @ 01:22 AM).]

DuckOfNormandy
Squire
posted 10-01-13 02:25 AM CT (US)     259 / 1174       
GG Alevo
lws735
Squire
posted 10-01-13 02:58 AM CT (US)     260 / 1174       
I will enter my new version Ai Boss_1.93 in round 13.
Thanks
fenris_w0lf
Squire
posted 10-01-13 05:08 AM CT (US)     261 / 1174       
Round 13 - Game 6 - Promi v1.4l (Britons random) vs The Khanate v.23aug (Mayans random) on Ghost Lake

(Using UserPatch 1.3 - Fast speed. No CheatEngine used)

Not particulary eventful Dark Age and the map seems fair enough; except perhaps that Promi had rather far boars and only got to use one of them to get to feudal. Luring deers helps though.

Around 13:20 and Khanate erects a forward tower in Promis base. The placement is not stunningly good but it seems to be doing its job as to keeping Promi from going forward. Promis troops do some kind of dance where it goes forward towards the tower, when they gets there they dance back to the TC. If there is any way of telling of there overlapping towers or not I'd bring the troops forward alongside a few vills and the tower would go down in no time.

After this dance going on for a while (losing a couple of spears) around 17 mins Promi sends forward his spears and his scout and finally starts hitting that tower. Keeping the ranged units at home. VERY nice!

The scout later goes back to scouting. Around 19 mins the tower is down. (If added a few vills it would have gone down much much faster.)

All in all a VERY successful forward tower IMO.

With the tower gone Promi now goes forward to Khanate with 7 spears and 21 archers/skrims and it gets greeted by Khanates 5 spears and 14 archers/skirms

Khanate has better upgrades and initially seem to fight off the attack and also erecting a defensive tower.

Promi keeps reinforcing his attack though and around 22 mins it seems Promi has the upper hand even though Khanate has the score lead with around 400 points.

Promi manages to harass Khanate gold and adding to this Promi's willingess to stay in feudal adding more archer/skrimishers whilst Khanate seeming to hold back to try and reach castle age - Promi slowly but surely gets longer and longer into Khanates base getting more and more villagers.

Both AIs reach castle pretty much at the same time, but Promi is in a HUGELY better spot than Khanate at this point.

Promi adds siege and its gg.

Times:

Feudal - Promi 11:46 - The Khanate 10:33
Castle - Promi 30:55 - The Khanate 30:50
Imp - Promi 43:23 - The Khanate n/a

GG

Winner: Promi

Recording: https://app.box.com/s/6f1jmhnxs2aieo1kukvb

Gametime: 44:46

Notes to Offwo:

* I have no idea how hard it would be if even possible, but perhaps look into rules for going to castle. When under these types of attack (and particulary your gold) perhaps adding more units would help fight off the attacker instead of holding back the way it did. Then with more secure gold you would reach castle in a better position.

* Also, upon reaching castle age you seemed to have quite some resources. So perhaps adding more military producing buildings (siege workshop/mangs) and try getting back into the game with numbers?

Notes to Promi:

* Maybe look into why it didnt get boar #2

* I dont know if this is possible, but look into that situation with that fwd tower from Khanate. Perhaps adding a few vills would help taking it down sooner, if that is at all possible.

[This message has been edited by fenris_w0lf (edited 10-01-2013 @ 06:39 AM).]

fenris_w0lf
Squire
posted 10-01-13 11:07 AM CT (US)     262 / 1174       
Round 13 - Game 1 - Barbarian v2.13i (Mayans random) vs TRON v.0.1c (Mongols selected) on Yucatan

(Using UserPatch 1.3 - Fast speed. No CheatEngine used)

Pretty uneventful Dark Age and the map seems fair enough. Tron had a messy second boar lure though but luckily Trond had a mill between the TC and the boars "homespot" and it works out somehow when it otherwise could have been a lot worse.

At around 17:30 Barbarians first attack arrives. Tron has 3 cavalry and 12 archer/skrim and a rather nicely placed defensive tower. Barbarian has 3 infantry and 19 archer/skrim. Upgrades are identical.

The defensive troops with the added tower that works perfectly makes Barbarian retreat around 18mins.

After this nothing more happens in feudal age. Both AIs camps at home and tries to get to castle asap.

Barbarian reaches castle first and adds a few Eagles to the mix, researches xbow and attacks Tron around 27mins.

Barbarian now has close to 50 archer/skrims and 11 infantry (mainly spears). Tron has 33 archer/skrims and 10 cavalry and is only 83% castle. Even though Tron researches xbow imidiately upon reaching castle, adds cav archers and a siege workshop and later LC upgrade its too late..

At 29 minutes Trons army is all but gone whilst Barbarian still has quite a army left and keeps adding to it picking off whatever Tron builds alongside vills.

Barbarian adds siege and its gg time really.

Times:

Feudal - Barbarian 11:46 - Tron 11:47
Castle - Barbarian 26:05 - Tron 27:35
Imp - Barbarian 45:14 - Tron n/a

GG

Winner: Barbarian

Recording: https://app.box.com/s/gtqhduhxgnkte5yjf60p

Gametime: 56:07

Notes to II2N:

* If you have view lock on around 44 mins you get to see a monk acting a bit weird. Noticed that there's atleast one relic left at this point, not sure if any other monk was tasked to fetch it though.

* I noticed you "camped" your troops near a house not far from your TC. Its not probably very noticable, but there is *some* bumping going on for vills due to colliding with troops.

* Two unhunted boars there, dunno of that was by design?

Notes to cakemaphoneige:

* I am not sure what to do to avoid a loss like this, but the two main reasons were imo slower castle age and fewer troops. I noticed from around 20 mins that your wood-count was high (500-600 actually all the way to pressing castle up). Perhaps move vills from wood to farms would be an idea. Especially seeing as you were still training scouts.

* You might want to look into the resign-rule.

[This message has been edited by fenris_w0lf (edited 10-01-2013 @ 01:54 PM).]

Promiskuitiv
Squire
posted 10-01-13 11:47 PM CT (US)     263 / 1174       
Thanks for judging fen and gg offwo!

I'll take a look at both the tower and boar stuff.

Creator of Promi.
Any feedback is greatly appreciated.
lws735
Squire
posted 10-02-13 02:20 AM CT (US)     264 / 1174       
I will judge Tron(Mongol) vs The Horde(Huns) of round 13

Map type:mongol
Game-time:55
Winner:Horde
Record link:
http://forums.aiscripters.com/viewtopic.php?f=14&t=2953

Both Ai's tactic is alike,so it is a arid game,but Horde's economy is better than Tron,the harry and war begin in middle feudal-age to the end of the game,slow by slow Tron coundnot resist this game,and lost the game at last.

I will judge Chameleon(Spanish) vs The_unkonwn(Korean) of round 13

Map type:gold rush
Game-time:50m
Winner:The_Unknown
Record link:
http://forums.aiscripters.com/viewtopic.php?f=14&t=2953

It is a boom war,and The_unknown reached Imp-age safely and quickly and attack Chameleon,which is still stay in Castle-age for unbalance economy(too much gold and lack wood and food),so Cha couldnot resist the elite forces of Un's,and lost the game at last.

[This message has been edited by lws735 (edited 10-02-2013 @ 04:30 AM).]

scripter64
Wolved
posted 10-02-13 05:09 AM CT (US)     265 / 1174       
GG Offwo and The_Unknown! Thanks, lws!
DuckOfNormandy
Squire
posted 10-03-13 07:28 AM CT (US)     266 / 1174       
Updated IS_Machine for ladder to version 07.
Here: http://forums.aiscripters.com/viewtopic.php?f=8&t=2311
fenris_w0lf
Squire
posted 10-03-13 11:13 AM CT (US)     267 / 1174       
Round 13 - Game 2 - Boss v1.93 (Britons Full Random) vs Nightmare v.0.9 (Byzantine selected) on Gold Rush

(Using UserPatch 1.3 - Fast speed. No CheatEngine used)

Dark age was pretty uneventful. Map seemed fair enough.

A few quite fun battles in feudal where Nightmare had archer/skrim and Boss had the same but added some M@A after a while.

When Nightmare attacked - Boss fought off the attacks though - and without any economy suffering.

Around 38 mins and Boss makes his move (already clicked Imp). Boss army was 3 monks, 56 archer/skrim, 2 longswords and 2 rams. Nightmare has 3 monks, 8 knights but only 19 ranged units (this with 2k wood and 2k food in the bank) (!!)

Boss overwhelms Nightmare. Kinda weird to see all those skrims taking down those knights.....

Boss Imps and its gg time (Nightmare now has 3.5k wood and nearly 4k food, next to no gold or stone)

Times:

Feudal - Boss 12:40 - Nightmare 14:50
Castle - Boss 27:53 - Nightmare 30:51
Imp - Boss 41:28 - Nightmare n/a

GG

Winner: Boss

Recording: https://app.box.com/s/m5l2z62uza874f8tsw0k

Gametime: 44:05

Notes to lws:

* If you put two vills to build one house at start you may be able to delay loom.

* Still not queueing vills at TC

* I am not sure why you got the Longsword upgrade seeing as you never built many swords?



Notes to Alevo:

* It seemed you had some problems with idle TC there in dark-age, not sure why - but - as I'm sure you are aware that is NOT particulary good to have!

* I think you also was housed at one point.

* I also noticed you dropped 5-6 farms all of a sudden (this also in dark) - I would rather spread out this and use the wood earlier (you had 12 vills on berries at the time)

* I would also consider a second lumber camp in dark

* I am not sure what the plan was, but you seemed to have the classical setup for a fast castle with around 800 food after getting WB. Yet you never FC'd. If you were planning on building archers from the beginning I would rather have more wood/gold than all that unused food. And 3 archery ranges that were idle because of the lack of wood/gold....I know you added skrimishers, but you were struggling with high food-count and low wood.

* Most of castle-age you seemed to be very high on wood/food and very low on gold and military.

* Not sure if you ever built another TC (?)

--------

New round? (hope you understand that all these "new round" is with "toungue-in-cheek" Leif!)

[This message has been edited by fenris_w0lf (edited 10-03-2013 @ 03:11 PM).]

lws735
Squire
posted 10-03-13 06:35 PM CT (US)     268 / 1174       
Thanks Fenris for judgeing game.
1.Research loom earlier for boar-hunting.
2.It is not help too much with queue villager,but maybe tie up resource.
3.Militiaman is main force for Boss in late Imp.

I will judge Game 1 of round 14

Map type:Arab
Game-time:58m
Winner:Unfairsteel
Odd-Round Record link:
http://forums.aiscripters.com/viewtopic.php?f=14&t=2953
Even-Round Record link:
http://forums.aiscripters.com/viewtopic.php?f=14&t=2947&p=60161#p60161

In 8m,Unf's scout is murdered by The Horde's TC,Horde FC-ish very good in 17m(Unf reached castle-age in 18m) and 32P,and train 5 knight to attack Unf,but it is magical Unf have much more knights already and counterattack which isnot strong enough to defeat Horde and be killed at last. Thus both ai began to boom.After several big war in Imp ,Horde begin to hard to face the attcking of Unf and lost the game.
Note:
It is really a counterbalance,but Unf build several forward-castle and let remote units attack enemy against the castle,this tactic give unf much benefit.(CASTLE BUG!)

[This message has been edited by lws735 (edited 10-04-2013 @ 02:10 AM).]

fenris_w0lf
Squire
posted 10-04-13 04:53 AM CT (US)     269 / 1174       
Thanks Fenris for judgeing game.
1.Research loom earlier for boar-hunting.
Yes. That is a very good idea - especially for AI's. However in this particular game you loomed after vill 4 which is way too soon and it could most likely be avoided if you tasked your villagers right to build those first houses. If the AI was facing a human that loomed after say vill 25, then he would in reality have a extra vill over your AI for all that time! This is what I mean. Delay loom as much as you can and take it only right before you really need to go hunt boar.
2.It is not help too much with queue villager,but maybe tie up resource.
As you saw in my other review it adds up. I believe it was over 6 seconds lost time (idle TC) for some 13-14 vills or something. As for tie up resource, in dark-age the only food you need is to build villagers and click feudal. So if you study humans (or some other AI's) they will queue vills all up to when they go for loom (as late as possible all things considered) - then after getting loom they vill go back to queue vills all up to when they decide its time to click feudal upgrade.
3.Militiaman is main force for Boss in late Imp.
That makes sense.
fenris_w0lf
Squire
posted 10-04-13 05:07 AM CT (US)     270 / 1174       
Round 14 - Game 2 - TRON v0.1c (Mongols Selected) vs Promi v1.4l (Koreans Full Random) on Ghost Lake

(Using UserPatch 1.3 - Fast speed. No CheatEngine used)

Dark age was pretty uneventful. Map seemed fair enough except perhaps Promis main gold being fwd whilst TRON's was more behind.

Around 18:40 Promi's first attack arrives at TRON's lumber and a VERY nicely placed defensive tower.

Promi has 29 archer/skrim whilst TRON has 16 archer/skrim and 5 scouts. The scouts are super-effective and Promi has to retreat.

TRON leads by 400 points at this time.

29:30 and TRON attacks. Both AIs in castle at this point. TRON with a score-lead of about 300 points. TRON has 14 cavalry (LC now), 25 archer/skrim and 1 CA. Promi has 18 archer/skrim, 11 pikes and 2 cavalry.

32:12 and Promi has fought off the attack really nice. Problem however is that now TRON leads by 450 points, and I think this is mainly due to the fact that Promi had to shut down a large part of its economy and also loosing a few vills. Pop now is 68 for Promi and 85 for TRON. If one look at the number of vills TRON has 71 whilst Promi has only 52. This despite both AI's having 3 TC's.

35:20 TRON sends next wave, by 37 mins the attack is fought off and this time Promi managed to fight off the attack without it affect economy in any big way - and actually has the score-lead with 5730 ish vs TRONS 5608. Pop now is 107 for Promi with 84 vills and 112 for TRON with 102 vills. Promi has 4 TC's, TRON has 3.

Man - a fwd defensive castle on that hill for Promi would do WONDERS

37:20 and TRON attacks again, with 1 monk, 18 cavalry, 12 cav archers and a ram. Promi have 2 monks, 27 archer/skrims, 3 infantry and 2 rams. On paper this might seem like a fair fight, but the archer/skrim ratio and lack of cavalry probably was the reason that this last attack from TRON is highly successful. Its downhill for Promi from here.

The lead just keeps growing for TRON, he adds rams and after having almost entire econ shut down for several minutes Promi resigns.

Times:

Feudal - TRON 11:47 - Promi 11:21
Castle - TRON 28:18 - Promi 28:13
Imp - TRON n/a - Promi n/a

GG

Winner: TRON

Recording: https://app.box.com/s/mdcvlmp6m5w6l27p0p40

Gametime: 43:16

Notes to cakemaphoneige:

* Not much to say really. Well played! If you had lost I'd pay closer attention I think.

Notes to Promi:

* Perhaps if you are Koreans vs Mongols you dont attack first - atleast not with *only* archer/skrim - atleast not without being sure if the mongol has scouts or not. If you've let TRON come to you first (assuming he would hit in feudal which I dont know for sure) you would much more easily defend and much faster be able to bring spears to the mix (or your own scouts, or plenty more archers). This might be right for any civ vs civ really since going ONLY ranged (atleast early and with low archercount) in feudal is quite risky IMO. Another way is to REALLY focus on archers and their upgrades. When massed the scouts pose less of a threat.

* Around 25 mins (in feudal) you have 600W, almost 700F and over 300G. I dont know if this is due to the fact that you have some sort of hickup switching to spears, but you might want to look into that. Either switch econ, build archers or use market and get to castle - whatever suits the general situation in the game. In this particuar game you had 27 military count and TRON 34, so I would actually build a few more archers (you do have 3 ranges) and more farms and get to castle a bit sooner.

* Around 26mins I dont know why you seemed to have stopped producing archers? They do beat most units except skrims/mangs (and you were planning on getting kts)

* Perhaps consider adding a fwd castle at some point? Take a look at your econ overall and see if you can "afford" a couple of vills from somewhere and move to stone...Not sure if this is the way to go though...

[This message has been edited by fenris_w0lf (edited 10-04-2013 @ 12:58 PM).]

Promiskuitiv
Squire
posted 10-04-13 01:03 PM CT (US)     271 / 1174       
Thanks for the great review fen and GG Cake!

Creator of Promi.
Any feedback is greatly appreciated.
The Ruler
Squire
posted 10-05-13 03:05 AM CT (US)     272 / 1174       
indeed Cake~ did a very fine work on Mongols, despite the 1st lost game ( I did some more tests).
To win vs Promi in late game isn't easy, and those strong scouts are excellent defenders in feudal, a doom for the ranged attack...

heav'n has no rage like love to hatred turn'd, nor hell a fury like a woman scorned (William Congreve)
cakemaphoneige
Squire
posted 10-05-13 06:38 AM CT (US)     273 / 1174       
Thanks for judging everyone, and gg everyone.
I avoided the ladder for a while but should be more active now.
II2N
Squire
posted 10-05-13 09:03 AM CT (US)     274 / 1174       
Game 4 of Round 14: The Khanate (Full Random => Mongols) vs. Boss (Full Random => Franks)

Map Type: Mongolia


Khanate does a scout rush, but loses them to Boss' TC. The archers don't have better luck either since they face Boss' skirmishers and die easily.

While Boss starts to advance to castle age Khanate builds a forward stable for no obvious reason. Boss finds it soon and destroys it. The game turns into a boom war, Boss training its usual pikeman+eskirm+xbow combo and Khanate mostly knights.

After clicking up to imperial age Boss attacks, and even with the ineffectiveness of grouped attack-now its larger numbers defeat Khanate's knights. Khanate reaches imperial age a bit after Boss, but its cavalry can't cope with halberdiers.

Winner: Boss
Game time: 0:57:33

Record

[This message has been edited by II2N (edited 10-05-2013 @ 12:15 PM).]

lws735
Squire
posted 10-05-13 11:19 PM CT (US)     275 / 1174       
I will judge Game 3 of round 14-Nithmare(Byzantine) vs The_Unknown(Goths)

Map type:Arab
Game-time:38m
Winner:Nightmare
Odd-Round Record link:
http://forums.aiscripters.com/viewtopic.php?f=14&t=2953
Even-Round Record link:
http://forums.aiscripters.com/viewtopic.php?f=14&t=2947&p=60161#p60161

Nithtmare selected feudal-flush and train many remote soldiers to attack Unk,at this time,Unk selected FC-ish and now in castle-age but train no one soldier to resist enemy's attacking,and too many villager be killed in this battle till the end of the game.

I will judge Game 5 of round 14-Nithmare(Byzantine) vs Is_Machine(Viking)

Map type:Ghostlake
Game-time:41m
Winner:Is_Machine
Odd-Round Record link:
http://forums.aiscripters.com/viewtopic.php?f=14&t=2953
Even-Round Record link:
http://forums.aiscripters.com/viewtopic.php?f=14&t=2947&p=60161#p60161

Both Ai selected feudal-flush with watch-tower defence.After several seesaw battle ,both reached castle-age,but because of unbalance economy(too much food lack of wood and gold) of Nig,poor arm of remote force couldnot resist Is's mixed force,and lost this game at last.

[This message has been edited by lws735 (edited 10-06-2013 @ 00:28 AM).]

II2N
Squire
posted 10-06-13 07:49 AM CT (US)     276 / 1174       
Game 6 of Round 14: Dreadnought (Full Random => Spanish) vs. Chameleon (Full Random => Aztecs)

Map Type: Arabia


Chameleon will use Aztec Infantry Rush.

Dreadnought ignores both boars, but some extra sheep on the map help. It goes for a knight rush while Chameleon flushes and manages to knock some villagers down.

Chameleon attacks again after hitting castle age, but it has bad luck since its xbows decide to chase a scouting knights instead of attacking with other troops. In second attack the pikemen show their power against knights, and Chameleon gets a large advantage.

Playing it safe, Chameleon advantaces to imperial age and fully upgrades its infantry before giving castle age Dreadnought the final blow.

Winner: Chameleon
Game time: 0:56:26

Record

[This message has been edited by II2N (edited 10-06-2013 @ 09:30 AM).]

DuckOfNormandy
Squire
posted 10-06-13 12:51 PM CT (US)     277 / 1174       
GG Alevo ^^
Lazarus II
Squire
posted 10-06-13 04:13 PM CT (US)     278 / 1174       
http://forums.aiscripters.com/viewtopic.php?f=8&t=2694

Randomization v8.8

Civs: Byzantines

I want to hurry up and make it random civ, but I don't think having 4 civs for testers to choose from would be very nice.

So I will leave it as Byzantine until I get it full random.

EDIT: Oh yeah, and I'm back

Another edit: After I figure out how to improve the scouting so that it always finds its opponent, I will probably be entering an improved version of my Miniman AI that I made a while back. Villager power!

[This message has been edited by Lazarus II (edited 10-06-2013 @ 06:53 PM).]

scripter64
Wolved
posted 10-07-13 00:40 AM CT (US)     279 / 1174       
GG Alevo! Thanks, II2N
fenris_w0lf
Squire
posted 10-07-13 02:18 AM CT (US)     280 / 1174       
Round 14 - Game 7 - Crusade v4.42a (Aztecs Full Random) vs Barbarian v2.13i (Britons Full Random) on Yucatan

(Using UserPatch 1.3 - Fast speed. No CheatEngine used)

Map seemed fair enough except perhaps Barbarian having nicer/closer deer, but then again it seemed he had a turkey-bug (lacking some?).

Nothing happened until around 18:30 when Crusade arrives with a force of some 16-17 M@A. They gets greeted by Barbarian fwd defensive (garrisoned) tower. Crusade unit-control seems a bit shaky (no patrol and no retreat-from-tc-fire-code?)

At 33:37 the tower goes down and Crusade managed to inflicted some damage, but overall not a very effective attack - mostly due to the lack of retreating from tc-fire. Status is that Crusade has 65 pop against Barbarians 47, however Barbarian is Castle Age at this point. Crusade has 12 infantry an 5 ranged, so 48 vills and Barbarian has 1 monk, 1 cav, 6 ranged and 1 inf meaning he has 38 vills. But I think due to the shaky unit control the flush has not inflicted enough damage. Barbarian has around 100 point score lead, and as mentioned Barbarian is Castle age whilst Crusade is still in Feudal. Still around 600F away from clicking up as well.

Crusade puts up a "forward" tower - and buys time to hit castle age instead of having Barbarian castle age units in his feudal age base.

Crusade hits castle age with pop 80 vs Barbarians 72. But somehow Barbarian now has around a 400 point lead.

Around 32 min and Crusades second attack arrives at Barbarians base. A bit warmer welcome this time with 4 vills cought in the act of trying to build a TC.

Crusade attacks with 33 x-bows/skirmishers and 20 Eagles/spears. Barbarian has 1 monk, 4 rams, 35 x-bows/elite skirmirshers and 1 M@A.

Around 35:30 Barbarian has fended off the attack and the stats are Barbarian has 1 monk 5 rams and 43 ranged units (on the way to attack) vs Crusades 1 monk, 19 ranged units and 10 infantry (based at home)

Somehow Crusade manages to fend off Barbarians attack and he retreats, Crusade follows and run into Barbarians defensive castle. It is quite the uphill battle though with all those non-elite skrimishers vs Barbarian Britons...

Around 43'ish and Barbarian is on the offensive again and gets greeted by Crusades Eagles and skrirmishers and a defensive forward castle. The castle finally falls to overwhelming forces and Barbarian proceeds into Crusades economy and its over.

Times:

Feudal - Crusade 13:13 - Barbarian 12:36
Castle - Crusade 28:30 - Barbarian 20:44
Imp - Crusade n/a - Barbarian 53:52

GG

Winner: Barbarian

Recording: https://app.box.com/s/wgg5xw9564214192yros

Gametime: 59:36

Notes to Campeador:

* You reached feudal with "only" 234 wood. Perhaps consider having fewer farms (you had 9) especially on Yucatan where you have so much free food.

* Also perhaps consider adding Patrol and some retreat code, I think it would do WONDERS for your AI!!

* I would also consider getting Elite Skirmishers sooner, it is a VERY nice upgrade - unfortunately quite expensive.

* Take a look around 25 minutes at your deer-hunters, I would consider milling that.

* In this particular attack it did not matter all that much, but in gereral and over time it will; If you pause the game at 32:00 and take a look at the minimap you see this loooooong line of Crusade troops. This is not a good way of attacking. If its at all possible in scripting try and "group them" somehow before sending them on attack. Its MUCH MUCH more effective and would also do wonders for your AI!!

Notes to II2N:

* A bit heavy on the wood there early castle age perhaps?

* No way of telling skrimishers NOT to attack towers? (around 25 mins...that "fwd" tower from Crusade)

Disclaimer: I have very limited AI-scripting knowledge so I do not always know what is possible to do in scripting - so please take my advice/suggestions for what it is. Nothing more than friendly suggestions based on "a few" years playing the game (as a human)

[This message has been edited by fenris_w0lf (edited 10-07-2013 @ 05:28 AM).]

cakemaphoneige
Squire
posted 10-09-13 01:02 AM CT (US)     281 / 1174       
This whole waiting for you to update all the time kinda sucks, leif....
Leif Ericson
Seraph Emeritus
posted 10-09-13 06:31 PM CT (US)     282 / 1174       
I know. Been exhausted lately.

Next round though. Randomization's first game is against TRON.

~`o~|\  Join the fresh and exciting AI Ladder for its fourth season!
 `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-

[This message has been edited by Leif Ericson (edited 10-09-2013 @ 06:45 PM).]

lws735
Squire
posted 10-09-13 10:30 PM CT (US)     283 / 1174       
Judging Game 0 of round 15-Randomzation(Byzantine) vs Tron(Mongol)

Map type:Gold Rush
Game-time:44m
Winner:Tron
Odd-Round Record link:
http://forums.aiscripters.com/viewtopic.php?f=14&t=2953
Even-Round Record link:
http://forums.aiscripters.com/viewtopic.php?f=14&t=2947&p=60161#p60161

In feudal-age Rand build the first mining-camp beside stone unluckily,and Rand didnot build the second camp for gold ,so it is low efficiency for villager to mine gold.Both reached castle-age without battle.Thus Rand train few spearmans to attack Tron's miner in center of the Gold Rush map without remote forces and be killed by Tron's remote forces. And Rand continue train infantry by twos and threes and be killed easily,after a while,Maybe Tron is tired about this ,began to attack Rand with all its forces and annihilate Rand no sweat.

Judging Game 1 of round 15-Barbarian(Celtec) vs Unfairsteel(Mayan)

Map type:Ghostlake
Game-time:43m
Winner:Barbarian
Odd-Round Record link:
http://forums.aiscripters.com/viewtopic.php?f=14&t=2953
Even-Round Record link:
http://forums.aiscripters.com/viewtopic.php?f=14&t=2947&p=60161#p60161

Bar selected feudal flush while Unf selected FC-ish,in late feudal-age,Bar send few mixed force to attack Unf ,but be holded by a WT,and very smart of these soldier to selected another way to attack the gold miners and drive away them,thus Unf suffer some destroy of eco.In spite of early updated to castle-age,but Unf couldnot almost developing its eco and forces safely.After a longer time,Bar reached castle too and train many skimishers and kill a good many archer of Unf's and begin to attac Unf indeed.

Judging Game 7 of round 15-Is machine(Spanish) vs The Khanate(Mayan)

Map type:mongol
Game-time:55m
Winner:Is Machine
Odd-Round Record link:
http://forums.aiscripters.com/viewtopic.php?f=14&t=2953
Even-Round Record link:
http://forums.aiscripters.com/viewtopic.php?f=14&t=2947&p=60161#p60161

The Khanate reached feudal-age very fast with 22P,and build a forward-WT but without soldiers along.So afer a while WT be destroyed by the villager of Is's.Then both start to boom and reached Castle-age.Is train many skimishers to attack Kha who train many arhcer and these archers be killed easily,but Kha continue train much archers to resist those skimishers stiffly.After a longer time ,it is clear that Kha couldnot resist this till the end of the game.

Note for The Khanate:
1.Adjust the type of soldiers flexibly.
2.Build more military buildings when detected too many enemy forces.(In this game,only one barracks and two archery-range and couldnot train enough soldiers to resist enemy in spite of much more resource)

[This message has been edited by lws735 (edited 10-10-2013 @ 05:10 AM).]

cakemaphoneige
Squire
posted 10-10-13 01:44 AM CT (US)     284 / 1174       
GG Lazarus.

Thanks for the update leif.
DuckOfNormandy
Squire
posted 10-10-13 07:29 AM CT (US)     285 / 1174       
GG Offwo!

Thanks for judging lws, You ran 3 games in a very short time!
Lazarus II
Squire
posted 10-10-13 05:46 PM CT (US)     286 / 1174       
gg Cake, I rather expected that to happen.
At least in this new version, I've taken your advice and improved when it builds mining camps, so it should be a bit smarter about it.

I'd like to have Randomization updated to 8.9

[This message has been edited by Lazarus II (edited 10-10-2013 @ 05:47 PM).]

cakemaphoneige
Squire
posted 10-11-13 06:20 AM CT (US)     287 / 1174       
I will judge Round 15 game 3 Boss(=> Saracens) vs The Horde(=> Huns)

Horde goes FC with a Krush, boss does its usual thing. Horde goes for its Krush at one stage, does some damage, but retreats after a while. IMO it could have continued this attack and taken the game from there, but ai's will be ai's and its hard to script the perfect decision for everything.
Both ai's go into boom mode after this and eventually reach Imp. Horde gets 41.05, boss gets 42.51. Both upgrade there units and prepare for war. Horde has cavaliers,hussars and heavy cav archers, boss has arbalests pikes, e skirms and champs. Both ai's begin to fight and after a while boss has horde pushed back to its town. The cavalry seem to be holding up but boss's unit output eventually gets it better numbers. Horde is prepared however, with the sneakiest castle, perfectly placed, right between both ai's armies. Any siege that try stop the castle getting up are picked off by the horde and the castle is erected. From here, it seems like boss retreats. Horde builds its numbers back up and attacks. At first it looks like it will be another even fight, but the horde just squashes boss's army and destroys its eco. The cleanup begins.

Winner: The Horde
Game Time: 1h.13m
Rec: https://app.box.com/s/3tf0f1g91dzdai9xb68c

[This message has been edited by cakemaphoneige (edited 10-11-2013 @ 07:09 AM).]

Promiskuitiv
Squire
posted 10-11-13 02:10 PM CT (US)     288 / 1174       
Crusade (Full Random => Byzantines) vs. TRON (Mongols)

Map Type: Ghost Lake

Review:

TRON feudals at 11:47 while Crusade only feudals at 13:27 but both prepare for a flush. It takes quite some time for anyone to do anything but Crusade moves to attack at around 20 minutes game-time. Though for some reason Crusade decided to leave the newly created units at home, so only the units he already created before that went to attack the enemy. Tron used his current units + the newly created ones to defend and overwhelms Crusade's army without big efforts.
Later Tron decided to attack but was stuck at a tower by Crusade which was standing between both players (not a forward and also not really a defensive tower). Crusade who had a much smaller army now still went there to defend - successfully! The tower was manned by II2N who was sitting there with his crossbow and shooting like a madman (the military service payed off for him) - killing dozens of units.
Tron castled at 31:59 while Crusade's castle-research would still take some time. Tron immediately started pushing again but didn't add any siege to finally bring that tower down. He was killing Crusade's army next to the tower but Crusade always brought new units and II2N just kept shooting. Crusade advanced at 33:56 and started to slowly gain control over the game - he began pushing Tron's units back and eventually destroying his town. Crusade imped at 41:19 and just cleaned up now.

Winner: Crusade
Recorded Game: http://forums.aiscripters.com/viewtopic.php?f=14&t=2491&p=60416#p60416

GG, there were times where i really thought Tron would win but Crusade's tower was really good (and how he defended it) and thus made a nice comeback.

Creator of Promi.
Any feedback is greatly appreciated.

[This message has been edited by Promiskuitiv (edited 10-11-2013 @ 02:51 PM).]

cakemaphoneige
Squire
posted 10-11-13 02:45 PM CT (US)     289 / 1174       
Round 15 Game 2 Boss (=> teutons) vs Promi (=> Spanish)

Map => Arabia
Game speed: 4x slow

Promi went fc and trained knights, and boomed. Boss did its normal thing. Promi imped first and attacked a few minutes later with an army mainly of knights and conquistadors, just as boss hit imp. Boss gets halberdier immedietely and alot of knights are killed. However, after fending off promi for no more than 1 minute, boss decides to launch an attack now at promi's base. The mindless units are picked off by promi's units while some cavaliers and rams destroy one of boss's tc's. From here promi just destroys boss's eco and its gg.

Winner: Promi
Game time 1.01
Rec: https://app.box.com/s/lua48152nywbn6b2m311
Promiskuitiv
Squire
posted 10-11-13 02:53 PM CT (US)     290 / 1174       
Thanks a lot for judging Cake and gg lws!

Creator of Promi.
Any feedback is greatly appreciated.
II2N
Squire
posted 10-11-13 10:38 PM CT (US)     291 / 1174       
Game 4 of Round 15: Chameleon (Full Random => Byzantines) vs. Nightmare (Byzantines)

Map Type: Yucatan


Chameleon will use Marathon Defensive Feint.

Despite the extra resources on the map, Chameleon ignored the boars and farmed more than necessary; on Yucatan skipping all/most dark age farms is possible.

Nightmare prepares for flush and advanced quickly to feudal age. However it fails to drop the mining camp at gold. Chameleon FCs without defenses, but instead of attacking Nightmare only keeps its troops tightly around the TC (apparently bugged). Finally at late feudal Nightmare attacks, but the units at TC still keep doing their buggy movements, and thus the attack is ineffective since only a small part of the army makes it to Chameleon's town. After a while the stuck army gets released from the TC, but at this point Chameleon's notably lower numbers are too highly upgraded against Nightmare's army, which has absolutely no upgrades.

When Chameleon eventually is boomed, still feudal age Nightmare has no chances since it never managed to place a camp on gold.

Winner: Chameleon
Game time: 0:50:58

Record

A note for Chameleon: For some reason it doesn't start training the first villager immediately at dark age, which gave Nightmare a 14% villager lead.

[This message has been edited by II2N (edited 10-11-2013 @ 11:44 PM).]

Leif Ericson
Seraph Emeritus
posted 10-12-13 00:41 AM CT (US)     292 / 1174       
Just one game left, so I'll update the thread after that game is done. Randomization is playing against The Khanate next.

~`o~|\  Join the fresh and exciting AI Ladder for its fourth season!
 `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-
The Ruler
Squire
posted 10-12-13 04:29 AM CT (US)     293 / 1174       
The tower was manned by II2N
shure you were in the right game, Promi ?

heav'n has no rage like love to hatred turn'd, nor hell a fury like a woman scorned (William Congreve)
cakemaphoneige
Squire
posted 10-12-13 04:30 AM CT (US)     294 / 1174       
gg camp, your ai got very lucky.
Campidoctoris
Squire
posted 10-12-13 04:49 AM CT (US)     295 / 1174       
Thanks for the comments guys.

Although it wasn't luck, Cake, I just paid II2N to control my tower. So just pay him and you'll winnext time.

Or perhaps it was the new sn that I added from Scripter64. I don't remember who I payed for my win.

Crusade 4.42a. Every setting. AI compatible with UserPatch 1.1
http://aok.heavengames.com/blacksmith/showfile.php?fileid=10618
Xafaxarcos 1. The first chapter of my unfinished AI tutorial
http://aok.heavengames.com/blacksmith/showfile.php?fileid=11317
cakemaphoneige
Squire
posted 10-12-13 05:16 AM CT (US)     296 / 1174       
Lol, i can prove it was luck, ill upload my new version and challenge your ai, same civ - byz, you accept my challenge?
fenris_w0lf
Squire
posted 10-12-13 11:04 AM CT (US)     297 / 1174       
Round 15 - Game 6 - Dreadnought (Chinese Full Random) vs The_Unknown v3 (Saracens Full Random) on Arabia

(Using UserPatch 1.3 - Fast speed. No CheatEngine used)

Dreadnought flush (late) with a good mix of troops doing serious damage. Even though The_Unknown castles, Dreadnought keeps harassing effectively shutting down The_Unknown's econ.

The_Unknown is in castle, but does not use the tech advantage unfortunately. And is being constantly harassed.

The_Unknown has the score-lead in long parts of the game, tries to boom - but Dreadnoughts constant attacks schools The_Unknown (with NO military) .

Dreadnought castles, adds kts and rams. And its pretty much over really.

Main problem for The_Unknown I think was over-boom vs aggressive (and pretty successful) flush.

Times:

Feudal - Dreadnought 14:33 - The_Unknown 15:07
Castle - Dreadnought 30:54 - The_Unknown 18:38
Imp - Dreadnought 50:23 - The_Unknown 41:59

GG

Winner: Dreadnought

Recording: https://app.box.com/s/52clhb2evdlx0fg33hg5

Gametime: 01:06:45

Notes to Alevo:

* Force-drop food early would be nice This is especially important for Chinese, but you probably know this.

* Im not sure, but it seemed like you force-dropped boar(?)

* Perhaps scout a bit more at home before leaving for enemy? You missed 4 sheeps and 1 boar... ://

* Around 11:40 - take a look at your lumbercamp. I'd consider a second one. And alot sooner

* Retreat-code from TC fire would do wonders!

Notes to Offwo:

* I would consider getting military-producing buildings up before TC number two when being flushed and enemy has such a military advantage.

* That wood in the back really would have helped had Unknown gone there instead of in front.

* Perhaps redo economy if very high on one res? (Like around 28 mins you had tons of gold but not much else.)

* At 35 mins it had 1k wood and 900 gold........yet only one Rax up.. I would consider getting archery up. Many of them. Spam them Sara x-bow gits. Or get a few kts...or any troop really

Disclaimer: I have very limited AI-scripting knowledge so I do not always know what is possible to do in scripting - so please take my advice/suggestions for what it is. Nothing more than friendly suggestions based on "a few" years playing the game (as a human)

[This message has been edited by fenris_w0lf (edited 10-12-2013 @ 06:48 PM).]

scripter64
Wolved
posted 10-12-13 11:53 AM CT (US)     298 / 1174       
GG Alevo! Thanks for judging, II2N! I'll look into that villager delay
The Ruler
Squire
posted 10-12-13 01:09 PM CT (US)     299 / 1174       
Randonmization 8.9 (byz) vs The Khanate (-> forgot)

random~ spams too much messages like "want stone camp" or hunting stuff in DA
1st LC too far away and unluckily in the attack path of speedy Khanate, so missing wood for feudal buildings and buildings too far away from TC

there was no chance for winning for randomiz so I stopped this onesided game after about 28 min.

random~ advanced to caste and never got anything up since then and under heavy attack from Khanate, esp that only fb LC.

Winner Khanate
time: 28 min aborded
Map ghostlake
speeding 3x at normal
rec: ask me for upload

if Lazarus wants to do an upgrade I'll have no problem to anul that game here

heav'n has no rage like love to hatred turn'd, nor hell a fury like a woman scorned (William Congreve)
Lazarus II
Squire
posted 10-12-13 07:23 PM CT (US)     300 / 1174       
That must have been one bad lumbercamp o.o
« Previous Page  1 ··· 4 5 6 7 8 ··· 20 ··· 24  Next Page »
You must be logged in to post messages.
Please login or register

Hop to:    

Age of Kings Heaven | HeavenGames