Comments, criticisms and suggestions would be greatly appreciated. Thank you!

Settings
- Arabia, or any land map, but preferably ARABIA

- Any civilization
- Plays with UP version (with few inclusions for WK and DE)
- 200 pop only
Thank you for the comments, Promi!Promiskuitiv wrote:Nice to meet you KiiNgZoNe!
Downloading and testing your AI now.
What are the settings (maps, civs, 1.0c/UP, ...) it plays?
Edit: Testing on 1.0c now since i didn't detect any UP commands.
- You load a resign file though there isn't one included in your download.
- You researched all cavalry blacksmith upgrades before reaching the castle-age though you didn't have any/plan to train any cavalry.
- You built a second blacksmith later despite not being in a position to keep both busy.
- You didn't boom nor rush while your enemy went for a fast castle-age and boomed with 3 TC's => He reached the imperial age quickly and attacked your LSM army with arbalests. You trained some skirms to defend, but without the e-skirm nor the bodkin arrow upgrade.
This test was versus an old version of my old AI which was still comatible with 1.0c (newer ones are only compatible with the userpatch).
Sorry for only mentioning the bad things your AI did, it looked nice for a first AI!
Testing your AI vs the standard AI now.
- Your AI said "The enemy feudaled fast. Preparing for feudal war." but the first things it built when arriving in the feudal age were a market and two blacksmiths?
- The enemy didn't have any military units while you had quite some m@a and you cancelled your attack plans anyway when he advanced to the castle-age. You might have dealt quite some damage, though the enemy might also have krushed.
- You barely trained any villagers in the castle-age (TC was idle very long) since your militiaman-line training rules are above your villager training rules and always used up your food stockpiles before any villager could be trained.
- At 35 minutes your AI attacked the enemy with man-at-arms with +1/+1 (at least upgrade them to longswordsman first).
- At 45 minutes game-time your attack still didn't deal lethal damage, you had 150 pop and still didn't press the imperial-age button.
At 54 minutes the standard AI resigned.
Again i only mentioned all the negative things so that they can help you when thinking about what to improve in your AI. It is a very nice first AI!
With some adjustments it will get much stronger, but from then on out it's going to be much harder to beat the beasts that lurk in the shadows of this site. >:)
Thanks scripter! I have a very long road ahead before I can hope to match my AI against Chameleon fairly, or even win at least once.scripter64 wrote:Welcome to the forum, Kiing
Thanks Campeador! I realized that too. Now it does work better and it seemingly beats other weaker AIs. (I tested with some of the "newbie" AIs from a tourney pack I had downloaded here somewhere)Campeador wrote:Hi KiiNgZoNe. Welcome to the world of.
Your AI is quite interesting. I like scripts with agressive feudal attacks.
A thing to improve (usual in a new AI):
You build too many buildings too soon. Two barracks and two archeries (and even two additional stables with Turks) can be nice in feudal age, but... only once you have enough economic power to afford it. They are good once you can keep constant unit training from your existing buildings while you upgrade your troops. But if you have idle times in a building it means that you should delay the next one of the same type.
So you could reduce your wood gatherers once you create your first essential buildings, to have enough food and gold for other needs.