-------======Downloadable on AOK.HEAVENGAMES BLACKSMITH AI-SECTION======-------
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(c)2003 by DrMabuse aka .L.THX to TONTOCLAN, AOE2WORLD-FORUMERS, AOE2-FORUMERS, DGDN
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Included Versions: ATEX9RAID, ATEX9FLUSH, ATEX9YURT, T16RAID, T16FLUSH, T16YURT
(RAID Versions never Flush, FLUSH Versions may have Problems at Castle/Imperial Starting Age
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None of these Versions CHEAT by default with Resources. Except HARDEST DIFFICULTY
On HARDEST it cheats by default at start of every new/starting Age.
Everybody who states opposite should be smashed by angry God of Thunder.
At all ATEX-Versions you can enable BOAR-CHEAT by TAUNTING 237 to it.
All ATEX-Versions contain minor CC-Cheats which helps Computer to DETECT Enemy Buildings
and PLAN Defensive Strategies.
For optimized TEAM-PLAY set TEAMS Locked. More Info Below or README.TXT
Critic And Feedbac is always welcome. Feel free to comment.
THX.
The following Changes were made for all ATEX-9/T16 Versions :
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Last Minute Changes:
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- Improved SkirmRush (more Skirms, less Spears, added Scouts).
- Increased Chance for Skirm/Spear/Scout Rush. Chance may vary.
About 20 and 70 Percent depending on CIV. Average if random-Civ about 50%
Versus Goth Chance for Skirmrush is lower than usual but still possible
10 to 30% reduced depending on CIV. Average random-Civ about 23%
Note for SCN: If you Playce Gold near TC or Gold-Camp near Gold by Standart
the SkirmRush will be restricted and the Gold is used instead --- Archer and M@A
- fixed Bug that Gold is developed and then turned OFF
- fixed Spearman make real Skirmish Rush
- Added sum Scouts
- fixed some Upgrade Selection for Flush
- slight changes for Mayn and Aztec
Qoute: Look at the Humans !
Quote: Do not forget the Mayan !!?
Update -=ATEX-9/T16=-:
- fixed Bug concerning NON-GOLD Flush.
Skirmishers are now trained immediatly after reaching Feudal-Age if NO Gold.
Added the possibility of a Spear/Skirm Feudal-Unit-Mix chosen by random.
Added the possibility that the Spear/Skirm UNit Mix includes ScoutRush.
Chance that the Skirm-Rush is chosen instead of other Unit-Mix depends on CIV
and vary between 20%-70%. Average is about 33.7% for all CIVS.
Effect: Bug Fixed and more flexible Strategies used by the AI.
Quote: Hey! Train these Javeliners. And activate sometimes the Skirm-Rush!
+ debugged Perormance
+ new Strategies for Gameplay
- The Indicator for attacking Enemies that are an Age back is now based on
researched Techs
Effect: Only Attack if we have a real Advantage in form of better Units
Quote: Wait for the new Equipment General !
+ optimized Attacks
- Camp/Sentry Regulator decreases Defense-Distances
Effect: If there is chance for Enemy Field-Castle and we have no Siege
try to hold back own Units to avoid heavy losses.
Quote: Lets wait for the Siege-Engines
+ try to avoid being tricked
- builds now much earlier 2nd Lumbercamp to improve Performance
Effect: More Wood early in the Game
Quote: We need to shorten the Distances to get more Wood.
+ advanced Economy
- Spearman if suppressed by Knights while rising/prepare to Castle possible
Spearman possible now to be trained to defend against Knights later Pikeman if
possible. This occurs rarely.
Effect: Defense against fast Raiders
Quote: They said we need more Spears !
+ new Strategy if under Pressure
- optimized Boar-Cheat Performance if FastCastle(activate Cheta by taunting 237)
Rise faster to Castle-Age due to improved Resource handling
(Mongol about 16.20 other bit L8R)
Effect: More Challenge for die hard Players
Quote: Why did you not rise to Castle faster with all this Resources ?
+ better high Level Performance
NOTE: The Amount of Resources did not get higher, only the use was optimized
(Also improved HARDEST-PERFORMANCE)
- -=Advanced DM Performance=- Mainly BuildOrder changes
Effect: Huns much better now, other Races improved a bit
Quote: I said i wanna win this damm War !
+ defeat strong DM Opponents
- slightly changed BuildOrder for better Performance on Excessive Resources
(about 3000+)
Effect: Faster Build up at very High Resource Levels
Quote: Hurry up !
+ optimized ExcessivResource Build Up
- Optimized Performance for Castle/Imperial Start at all Resource Settings
This is of course even for SCN Settings: the CP checks it's Amount of given
Resources.
Second TC is build at Start of Game at High Settings (and similar SCN)
Farms are delayed till Stable/Barrack at Medium Settings (and similar SCN)
Effect: Stronger Economy and Faster Build Up at High Resource Level (about 850+)
Effect: Fast RAID if Medium Resource Levels (about 450)
Quote: At High we try to OutBoom, at Medium we RAID ASAP !
+ optimized Castle/Imperial Start Settings.
- Fixed Hand-Cart research.
It is researched at high VillagerCounts or we actually have 2 TC.
The former Bug was counting even TC under Construction which caused a delay at
high Resource Starts
Effect: Build Up without malfunction
Quote: Please don`t count this as a working TC !
+ debugged High Resource Castle Start
- optimized general Progression relating to the usage of the gathered Wood
Effect: much better Progreesion in Castle/Imperial Stage
Quote: We need that Wood for other things
+ debugged Progression
- Changed Siege Priority:
Cannon, ExtraTreb, ExtraMangonel-line, SiegeOnager, DefensiveHvyScorp,
Onager, Scorp, Mangonel. All limited.
Extra means this is trained if MilitarySlots are nearly full
Defensive means that they`re trained if Outnumbered and plenty Resources
Effect: More useful Stuff in Battlefield
Quote: Fire at will !
+ more Defense Units if nessessary
- Increased nessessary ResourceAmount for FirstCastle
The Amount for Food is now significantly higher to avoid EconomyDamage
Effect: Better Performance on high Age, high Resource Starts
Quote: FIRST Up THEN Build Castle
+ optimized Build Up Sequence for Castle/Imperial Start
- changed Gatherer-Sheme if we have Archers and still no 2nd TC
Increased Wood-Production if Archer-Option is chosen and CP needs more Wood
Effect: Faster 2nd TC if Archer Option
Quote: I said i wanna build this TownCenter NOW !
+ stronger and optimized Performance for Archer Option
- Archer Option triggers more often and earlier to gain Time to prepare for
Enemy Spearmen
Use more often and earlier Archer Option to defend against SpearmanRushers
Effect: Better defense against Spearman
Quote: Let`s train those Archers before our Base is flooded
+ optimized Defensive Performance
- extended MAX-POP Attack
MAX-POP Attack triggers not only at maxPOP, even at Full Military Counts. Useful
if your Army can be build up real fast.
Effect: Rare, but under DM-Circumstances CP can now much faster launch an Attack
than before
Quote: All Attack NOW!!
+ aggressive Military Handling
- restrict RAID if we do not have the ability to replace losses quickly
Avoid Raiding if we have a 2nd TC and less than 49Villagers. This occurs at
High+ Resource Start Games
Effect: Better use of Military
Quote: We better prepare for Defense and try to Boom under these Condition !
+ avoid losses
- EMC-Impact Attack deleted
With the new Economy there is no longer use for this waste of Men and Resources
Effect: Try to overcome enemy with advanced Economy or early Raiding instead of
wasting Troops at strong Enemy Defenses to regulate bad Economy
Quote: Stop this Madness immediatly !
+ avoid losses
- increased HELP-Timer to 30secs
Avoid this lame False Alert
Effect: Let your Team-Mate rest, if there is only a Wolf
Quote: Is this a Fox Hunt, or what ?
+ debugged TEAM-Performance
- regulated extended HUNT-Distance Trigger
Avoid unwanted long-Distance Hunting that triggered in some Cases
Effect: Save some Villager-Seconds
Quote: Have i said that you should walk Miles for that Ham?
+ debugged Economy
- modified Explorer
MultiScouting restricted to Full Army and LightCav or 10000+ Food
Minimum Military for Scout replacement to gather more Units for Attack
Effect: Avoid losses in SCN due to MultiScouting (3+ Scouts)
Effect: More Military to Attack Opponent
Quote: Only MultiScout if we could build Full Army or we have an Army !
Quote: Do not Scout, do an Attack !
+ debugged Explorer
- Improved Defense System.
New MGD-System is sometimes launching an AttackImpuls to the CP while it is
defending. This leads to a very massive Defense forcing the Computer to mobilize
most of his Troops. The System tries to avoid that this could be used against
the CP itself, using a detection System to determine the specific Situation.
Effect: Better Defense. Mobilize all/many of your Troops at once for Defense
Quote: All Men at my Command !
+ advanced Unit Behaviour while Defending
- Rush-Scout-Attack Implemented
This is no Scout-Rush, this is a single Men Attack-Group that should look for
other Buildings that can be attacked -in case of a Flush Attack.
Effect: If we have not found critical enemy Buildings search for them
Quote: Hey you ! Search and mark those damm enemy Targets !
+ improved Flush-Attack Performance
Update ATEX-9YURT / T16YURT
This Change is only in the ATEX-9YURT/T16YURT Version:
++++++++++++++++++This is only in ATEX-9YURT / T16YURT Version++++++++++++++++++
- Other Races but Hun build now Yurts in ExcessResource-Games.
Thx to ARCHON for this great Idea.
Yurts give +5Housing Space and cost about 50 Wood. The CP does this only at
excess Resource Condition. Housing is a Problem for any NON-HUN-CIV-CP
in DeatchMatch, because it can only build one House at the same Time.
With the Yurts it has the ability to build two Houses at the same Time, which
speeds up Performance and gives it a Chance for to use other CIV than HUN at
Tournament Conditions. Beside the Facs that a Yurt is much more expensive than
a House and they need also more Time building it.
Effect: Okay, we need another House-Builder to improve other Races a lot !
Quote: Why was this not our Idea ?
Note: If you consider using YURTS as cheating, don't mind. Only the YURT-Version
uses them.
+ fasten Up regular Build Up to defeat fast Attackers
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++
Greetings:
All GP`s at aoe2world.de in no special Order.
Omar_Hawk, Canaster, Uhu, Vince, Slamy, DitschiGP, etc.etc.......
I would write down all of you GP`s in my Reciever List, in the END I`m to lazy.
Thx for Support, Testing, Tips, and Feedback
Elite Raider, Archon, Telum, Lather, Berrys66, Maximus, Darkangel, Diamond, Kichinto, AOC_Dave, Zycat,
Hector, Terry
all others at TONTO i forgot - all DESIGNERS @all AOK-Forums WorldWide...
Alicia for testing my english Skills .... If you want to crush this Ai with a Team-Mate in Multiplayer, you have to use a prepared SCN-Random-Map. Open Map-Editor => Important: The AI does only take Full Advantage of TEAM-Play if the Team-Settings are Locked. 2.Feudal-Attacks are launched if the CP is in a superior Military-Position. 2.a Should the Flush be successful, or the Enemy has also strong Military, CP 2.b Should the Flush be a total Failure, and CP is in an early Flush-Stage and 3.A Raid could be launched even if the CP is not in a superior Military-Position 4.Should the Raid fail, or the Computer reaches Castle after a Flush-Failure 5.In GAME the CP can launch at all Situations an Attack, mainly if the CP 6.At POP-Limit or at very High-Military Counts the CP launches an Attack - all Resource Settings - all Starting-Ages - all Races - All Population-Settings higher than 25 - ALL POSSIBLE SETTINGS: No Wood on Map, but Market and Gold, no Gold on Map, - All Game Settings but WONDERRACE and DEFENDWONDER - NO DIPLOMACY SO FAR - only minimum Diplomatic Reactions This AI is a strong Opponent fo every other AI - Fun Opponent for Human-Player Difficulty as Follows: You can enhance Difficulty by taunting 237 to it, then it Cheats in a way to simulate BOAR-HUNTING (like this - you taunt - it checks for Hunters, Mill or TC, ALREADY UPDATED AS LAST VERSION AVAILABLE IN AOK.HEAVENGAMES.COM For Tonto Tournaments / other AI-Competition: T16 Version Compatible to most Custom SCN. Download it on aok.heavengames.com or post your E-Mail in this Thread and i will send it to you. Anyone posted here will get the Updated - ____________________________________________________________ ____________________ As ALL Alliances before: This AI does NOT Cheat with RESOURCE Although there is a STANDART-ES Cheat on HARDEST which will give the AI additional Resources at Start, It contains some CC-player Commands to stay flexible for changing Game/Map/Strategy settings. TEAMS LOCKED with Ally: -SINGLE PLAYER (Both settings Locked/Non Locked): STANDART ATTACKS: Counters enemy Sea Activities by building Ships at rising to Castle. In any Case it builds a Fleet after it arrived in Castle and prepared for a Raid. TEAM ATTACKS ARE LAUNCHED EARLIER THAN STANDART ATTACKS ON LOCKED ------------------------------------------------------------ ------------------------------------- For other Information and a list of AI-Signals and Taunts read the Hope you enjoy this....CU
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All Races work fair now - you can set without thinking about it: RANDOM-CIV
For Island-Maps however Viking and Saracen are still preferred -
The chosen Economy was made for fair overall Performance on all Races.
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WHAT TO DO IF YOU WANT TO PLAY AGAINST THIS AI IN MULTIPLAYER:
=>
want to set the Teams) =>
So if you do not set the Diplomacy in Editor and don`t Lock the Teams Alliance will not go at it`s Limit when Playing Teams.
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Gameplay now like this:
1.Computer decides if it goes out for a Feudal-Atack or not (depends on
Scouting, if CP find Enemy before a certain Limit if Villagers is produced - it
Feudal-Rushes), if not it tries to go Fast-Castle and Raid the Enemy.
If you are Playing against Xtreem-Version the CP will defend against your Flush
--Tension: What is the CP doing: Flush or FastCastle
If the Enemy has much less Vilies than CP, the Enemy is Castle or the CP has
a huge amount of Military - CP decides to go Castle after a specified amount
of Villagers.
--Combat: The CP tries to Battle with Chances for Success against weak Opponents
decides to go for a long-Feudal Attack providing enough defensive Troops
Opponent has low Military-Counts CP tries to rise more early to Castle.
But there are Limitations how to MAINTAIN the RAID. This is a pure Blast into
Enemies Economy, and the Computer tries to kill as many Units of it`s Opponent.
--Combat: The CP tries to Battle with Chances for Success against weak Opponents
against strong Opponents, it tries to Counter Enemy Military Units. Provided
there are the required Military-Buildings and it has enough resources for the
Upgrades. A Fast-Castle CP will still concentrate mainly on Cavalry, with a few
Camels and Unique-units, while a Flush CP make more flexible Units.
Should the Fast-Castle CP come under heavy Pressure by Spearman-Line Units, it
will start to build a Range and train Crossbows and CavalryArchers
has much more Military than it's Opponent. In TEAM-GAMES the Chance for an
Attack is significantly higher.
--Defense: Once the CP decides to Flood you with a Standart-Attack he is in a
very good Position, only of use against very weak Opponents
--Final Battle: Computer is quite aggressive
For better testing Purposes (or other purposes), i have also implemented a
FLUSH-only and a RAID-only Version.
You can identify them by the FLUSH/RAID ending at the Name. Flush is in any Case
only available at DARK/FEUDAL-START.
The "normal" Versions (choosing by Gameplay to Raid/Flush) have no special
Ending.
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Other Contents:
12x *.mp3 Files Taunts used by T16 Versions
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This Ai Skills:
(inc !Free!-Custom Settings, Deatchmatch-Settings, Hardest-Difficulty Settings)
(Detection works also for different Starting Ages on different Players in SCN's)
(just Select RANDOM-CIV and Relax)
- Restricted Ages (Restrict Ages in Map Editor) - and it will build up full
Dark/Feudal/Castle Town
(Gimmick: restrict Age-Progression in SCN at different-Levels for different
Players in SCN and play Battles of just that Time-Period)
- Can Handle Huge Quantities of Military (up to 1000+ Units) for Historical
Battles
(Gimmick: Just place 200+ Units on a SCN Battlefield, and battle with the CPU)
(Sorry at this Point about weak Performance at low POP-Levels, although RM/low
Resource Start may work quite good on all, DM-Performance and Settings with High
Resource Amounts may work not so good on low-POP Levels)
no Stone, No TC at Start, 2 TC at Start, etc...
- Minimum Requirements are 2Villagers and 100 Wood
(Guaranted Flexibility: This AI needs nothing more than 2Villagers and 100Wood
if Surroundings contain some Stone and Wood to rise an Empire.
If there is lack of Wood, but enough Gold and Stone it needs minimum 2Villagers,
Wood for a Market and a Camp, 275, or more other Resources to be sold for a Camp
that have to be builded near the found Resource - it also needs to be in Feudal then.)
(Play all Games, DM, RM, KING, SCN, REG, ... but don`t try to build a wonder)
(Diplomacy needs to be set in SCN manually)
Written to be flexible on every Setting, while staying strong to give a bit of Fun. Just choose this as Personality - no need to check for SETTINGS.
Can handle all without selecting special Behavior for anyMap/anySetting (except POP-CAP)
Hardest: Gains extra Resources at any new AGE. Castles about 13/14 - very Hard
Hard : Standart Difficulty-Setting - Castles about 18 Minutes
Medium : As Hard, but i will not Attack first - but don`t count on it
Easy : Slower Vilie Production, slower Tech research, no first Attack...
Easiest: Never tested though - but even more worse than Easy
Boars on Map then it starts a Timer when Timer finished first Boar Bonus will be added with an Accustic Signal - then the same again - max 2Boni (For 2 Boars) will be added
- 2nd Bonus around the 21/22 Vilie in normal Game
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;=========================================================== ====================
Update: -=ATEX-9=-
(T15 does NOT play ISLANDS - only AT_-=ATEX-9=-)
For 237-Boar-Cheat MONGOLS gain most Bonus BOARCHEAT
---It supports all Races---
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AllianceThunda!T16!
This Version was written for TONTO-TOURNAMENT
Tactics now Aggressive Castle or Defensive Flush(of course can the Flush turn Aggresive if no or weak Enemy Forces) working as follows:
Other AggresiveCastle reaction LateCastle/Flush - Battle strong Opponents
Other DefensiveCastle reaction HeavyRaid/Flush - Raid Defensive Players
Other Flush reaction LateCastle/Flush - Defends against Flush
D a r K - D e S i g n S proudly presents AllianceThunda (c) 2003 by Luzifer
AllianceThundaFixAT --==!ATEX-9/T16!==--
This Ai is written for Custom-Mappers and creative Single Players
because of it`s flexibility on Ages and Resource and starting Circumstances.
There were a few bugs in old AllianceFixF and this should fix some.
It should give a good fight for Single Players, with flexible Strategies.
Can Defend itself against Flushes.
and at each Beginning of each new AGE.
When you're taunting 237 to it, it cheats to simulate BOAR-Hunting.
TEAM-GAMEPLAY:
It SHARES RES and SIMULTAN ATTACKS and SUPPORT ATTACKS, TEAM ATTACKS, Allies can HOLD BACK ATTACKS,
Combined Knight Attack Rush as Team Strategy, NO FLUSH ATTACK
This is mainly for Human Players who wants to play a X on 1, or for Team Battles against AI
Full Team-Support as above Listed.(including late cartography - if earlier wanted - buy it.)
TEAMS NOT LOCKED with Ally:
Only minimum Diplomacy Reactions, SIMULTAN ATTACKS and SUPPORT ATTACKS, FLUSH ATTACK, STANDART ATTACKS,
NO Special Team Strategy, NO SHARE RES, BUY TEAMSIGHT ONLY, NO HOLD BACK ATTACK by other Players
This is for Custom SCN, where you can define Diplomacy by yourself - and I needed to do it in a Way that it reacts in an "independet" approach. Only Reduced Team-Support as above Listed.
Should do it if ya want to play an X on X with Human Player against the Computer and you want that the Computer will Flush even in Team Battles
FLUSH ATTACK, FLUSH DEFENSE, STANDART ATTACKS
This is meant for fast and funny 1 on 1 Match against an at least desperate fighting Opponent. Try to defend yourself against Flushes.
Fast Castle Raid if weak Enemy Defense
Late Castle Rush with mixed Troops if medium Enemy Defence or Enemy Fast Imperial.
Strong enemy Defences will be attacked by mixed Armies in Imperial/Final Age at MaxPop.
Attacks are supported by Transport Ships with mixed Troops.
Can play any Standart Map Setting - hopefully, if not report Bugs
Should be able to work on most Custom Maps - hopefully, if not report Bugs
Can`t play Wonderrace/Defend The Wonder. - think this will never happen
Supports any POP but 25 or lower
-=ATEX9/T16=-.doc,
included in the ZIP-File.