Vetrix AI

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KiiNgZoNe
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Posts: 58
Joined: Fri Mar 02, 2012 8:15 am

Re: Vetrix AI

Post by KiiNgZoNe »

UPDATE:

Fixes:

- Retreats, however, siege weapons still move erratically. (This should've been fixed a long time ago, I guess)
- Resource control holes and errors that makes it fail to prioritize eco and upgrades more.
- Civ-related unit priorities, (e.g. Mayan EW and Plume balance)
- Threat rules that enable Vetrix to properly train counter units.

Few fixes, yes, but these made its performance slightly, yet significantly better than the older versions. It's also about time that Vetrix's units had less epileptic seizures when facing a tower, castle, or a Town Center :rofl

Recurring failures:

- Erratic movement of siege weapons on DUC, making especially Trebuchets almost unable to fire on buildings. It unpacks, then quickly packs back...sometimes it fires before it packs.

- Vetrix still sometimes fail to research ri-eagle-warrior even though the rule has been placed.
- Vetrix sometimes chooses NOT to research unique-unit-upgrades even with enough resources. This happens mostly with Turks and Vikings. :head :rofl
- Vetrix still fails to click imp at the early 30min mark, of course :lol:

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LightTree
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Joined: Wed Mar 10, 2010 12:21 am

Re: Vetrix AI

Post by LightTree »

Thx for the update :).

Edit: vetrix still doesn't research pavise for italian :o.

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KiiNgZoNe
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Posts: 58
Joined: Fri Mar 02, 2012 8:15 am

Re: Vetrix AI

Post by KiiNgZoNe »

New update!

Additions and fixes:

1. Quick additions for DE
2. Added researches that should've been included (I realized I overwrote some fixes including THAT DAMN PAVISE during the 2.2 upload)
3. Better eco management (should've been fixed during the last update, but part of it was overwritten by mistake)
4. Small fix to the retreat rules, but somehow still have problems on DE.

Issues:

1. Playing with this AI on DE has some strange behavior that doesn't happen on UP/WK, like upgrading important researches too late, when the only escrow rules are like 2 of them and are far apart when applying them.

2. Scouting sometimes go weird on DE. At one point, it will send its scout to one corner of the map and will stay there for a period of time.


Happy to receive additional input on while I still work on my new AI :head :head :head

EDIT:

Reuploaded a new one. Certain civ-based fixes have been overwritten, again :head :rofl

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LightTree
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Re: Vetrix AI

Post by LightTree »

Thx KiiNg :).

PAVISE :devil :lol:.

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KiiNgZoNe
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Posts: 58
Joined: Fri Mar 02, 2012 8:15 am

Re: Vetrix AI

Post by KiiNgZoNe »

UPDATE:

Increased Vetrix's aggressiveness a bit by changing more of its economic controls and other rules:

- Better time to make army in the Feudal Age (SKIRM META)
- Vetrix will now, again, opt to build Siege Workshop instead of university (usually with krush) to try to be more on the offensive. This will let it capitalize properly when it has the military advantage, but also delay its up time to Imperial Age, yet again.. :head

- Still struggles to get more economy up, making it fail to get important upgrades in Imperial Age unless the population is maxed out, or when it sees it has enough military advantage to hold off making units in the meantime (e.g. Elite Battle Elephant upgrade, some elite unique unit upgrades, etc.)

- Changed unit composition with Turks, which was downright horrible :lol: :lol: :lol:

- Modified retreat code, which was messing up Vetrix's attack rules. This allows the more conservative Vetrix pocket to be a bit more proactive in dealing damage.

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