[UP] Randomization v9.2
- Lazarus
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Re: [UP] Randomization v8.7b
Ok, thanks for the tip
Time to learn all the new things is too much so probably not scripting
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Re: [UP] Randomization v8.7b
I tested your new version. The camp appears to be built better now, and actually at gold, at least in the tests i did.
So now, your ai has alot of other critical things it needs to have optimized.
*Town size - Randomizations town size is way too big, its buildings are all over the map. Im not sure whether your looking for a "nice big town" or not but either way its just to big. In the file TSManagment it says : ";Dark = 15, feudal = 22, castle = 29, imperial = 36". So im assuming thats what the town sizes are. These are too high.
Try these:
(for a FC Strat)
Dark - 10-12
Feudal - 14-16
Castle - start between 18-22, then every xx min, raise it. Shouldnt need to go higher than 32 before 40 min game time, unless you have tons of buildings or want a town thats more spread out .
Once game time goes above 40 min, or you reach imperial, or you have crap loads of buildings, then 35 is ok, its still pretty high but allows more buildings to be spread out a little bit.
Test different things and see what you like. Also test other ai's and see how their towns are set.
*Using Building place-control
If you want a nice compact town, this works wonders. Also good for placing castles (should never drop a castle without using place-control IMO, unless you specifically want random placement).
My ai sets its TS normally, but uses place-control to place every building.
*MOAR VILLS
In a test your ai pretty much stopped training villagers in castle age once it had 40-50. Thats asking for a bad economy. You want at least 80, preferably 100+ in castle age. It all depends on the strategy.
I went through your ai, and its an extremely complex ai. Maybe you should try some more simple rules, and focus a bit more on performance instead of structure. You should think "Ok, this strategy will do this and this" and then make it do it as best as you can. It doesnt have to beat every other ai, but just be good at what it does.
So now, your ai has alot of other critical things it needs to have optimized.
*Town size - Randomizations town size is way too big, its buildings are all over the map. Im not sure whether your looking for a "nice big town" or not but either way its just to big. In the file TSManagment it says : ";Dark = 15, feudal = 22, castle = 29, imperial = 36". So im assuming thats what the town sizes are. These are too high.
Try these:
(for a FC Strat)
Dark - 10-12
Feudal - 14-16
Castle - start between 18-22, then every xx min, raise it. Shouldnt need to go higher than 32 before 40 min game time, unless you have tons of buildings or want a town thats more spread out .
Once game time goes above 40 min, or you reach imperial, or you have crap loads of buildings, then 35 is ok, its still pretty high but allows more buildings to be spread out a little bit.
Test different things and see what you like. Also test other ai's and see how their towns are set.
*Using Building place-control
If you want a nice compact town, this works wonders. Also good for placing castles (should never drop a castle without using place-control IMO, unless you specifically want random placement).
My ai sets its TS normally, but uses place-control to place every building.
*MOAR VILLS
In a test your ai pretty much stopped training villagers in castle age once it had 40-50. Thats asking for a bad economy. You want at least 80, preferably 100+ in castle age. It all depends on the strategy.
I went through your ai, and its an extremely complex ai. Maybe you should try some more simple rules, and focus a bit more on performance instead of structure. You should think "Ok, this strategy will do this and this" and then make it do it as best as you can. It doesnt have to beat every other ai, but just be good at what it does.
- Lazarus
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- Location: Someplace in the United States
Re: [UP] Randomization v8.7b
More tips! I like tips.
I'll look at the things you mentioned and try to improve on them
I've noticed the town size thing myself, the buildings are build *a bit* too far away
I'll look at the things you mentioned and try to improve on them
I've noticed the town size thing myself, the buildings are build *a bit* too far away
Time to learn all the new things is too much so probably not scripting
- Lazarus
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Re: [UP] Randomization v9.0
Updated to version 9.0!
I have improved the town size management hopefully
If it doesn't work
I have improved the town size management hopefully
If it doesn't work
Time to learn all the new things is too much so probably not scripting
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- Waheguru
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- Joined: Fri Jan 16, 2009 8:36 pm
Re: [UP] Randomization v9.0
Thanks, Lazarus
- Lazarus
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Re: [UP] Randomization v9.0
Ok, I just looked around a bunch and I have no idea what you're thanking me for
Time to learn all the new things is too much so probably not scripting
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Re: [UP] Randomization v9.0
Ill check it out lazarus
- Lazarus
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Re: [UP] Randomization v9.1
Updated to 9.1 :c
Plz dun kill me cake D:
Plz dun kill me cake D:
Time to learn all the new things is too much so probably not scripting
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- Joined: Wed Feb 13, 2008 6:50 pm
Re: [UP] Randomization v9.1
Just incase you misunderstood, what i said at aok was a "crazy joke" of sorts. I was raging in what was meant to be a funny way but at the same time trying to motivate you to fix critical issues with your ai. Sorry if it came out the wrong way.
- Lazarus
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- Joined: Sun Jan 22, 2012 12:02 pm
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Re: [UP] Randomization v9.1
No, I got that
Time to learn all the new things is too much so probably not scripting