[UP] Randomization v9.2

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Lazarus
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Re: [UP] Randomization v8.7b

Post by Lazarus »

Ok, thanks for the tip :)
Time to learn all the new things is too much so probably not scripting

cakemaphoneige
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Re: [UP] Randomization v8.7b

Post by cakemaphoneige »

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.

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Lazarus
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Re: [UP] Randomization v8.7b

Post by Lazarus »

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 :P
Time to learn all the new things is too much so probably not scripting

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Lazarus
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Re: [UP] Randomization v9.0

Post by Lazarus »

Updated to version 9.0! :D

I have improved the town size management hopefully :lol:
If it doesn't work :head
Time to learn all the new things is too much so probably not scripting

scripter64
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Re: [UP] Randomization v9.0

Post by scripter64 »

Thanks, Lazarus :)

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Lazarus
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Re: [UP] Randomization v9.0

Post by Lazarus »

Ok, I just looked around a bunch and I have no idea what you're thanking me for :lol: :huh:
Time to learn all the new things is too much so probably not scripting

cakemaphoneige
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Re: [UP] Randomization v9.0

Post by cakemaphoneige »

:lol:

Ill check it out lazarus

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Lazarus
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Re: [UP] Randomization v9.1

Post by Lazarus »

Updated to 9.1 :c
Plz dun kill me cake D:
Time to learn all the new things is too much so probably not scripting

cakemaphoneige
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Re: [UP] Randomization v9.1

Post by cakemaphoneige »

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.

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Lazarus
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Re: [UP] Randomization v9.1

Post by Lazarus »

No, I got that :lol:
Time to learn all the new things is too much so probably not scripting

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