=◬= Illuminati AI =◬=

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Aleph
Yogi
Posts: 487
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

Re: =◬= Illuminati AI =◬=

Post by Aleph »

This will likely be the last version compatible with UP 1.4, unless there are any critical bugs that require an immediate fix.

; changelog 0.9a -> 1.0
; - rewrote retreat from TC/castle to consider rams in the proximity
; - will now stop military production to reboom when severely hurt in TGs
; - will now train spears vs enemy knights as flank
; - will now tribute resources to allies if asked and able to spare them
; - can now ask for tribute
; - can now research coinage and banking
; - can now retask shepherds to boar in dark age
; - can now retask foragers to farms
; - can now rebuild in TGs
; - can now also make camels in pocket krush
; - added Daedric and Tribal to the list of AIs it can coop-attack with
; - enabled Mayan KLEW in settings where there's no more than 2 enemies, except FFA and 1v2 (previously: only 1v1)
; - adjusted KLEW build order
; - will now fully idle its TC in early castle age when KLEWing
; - rebalanced pocket krush, will now be more agressive in early castle age
; - rebalanced fast castle build order
; - improvements to feudal age farming
; - improvements to garrison controls
; - slightly improved 1v1 scouting
; - increased window during which eagle flooders won't make supplementary units
; - replaced old code which could've caused a premature stop to home scouting in TGs
; - fixed a bug that would stop vill production to save pop space for trade carts too early
; - fixed 2v2v2(v2) not being detected as FFA
; - fixed strategy selection in uneven team games with player disadvantage (won't flush in that case)
; - fixed a bug that caused booming players to build a barracks in early castle age
; - fixed a bug that could cause the scout to attack enemy units when attempting boar steal
; - fixed a bug that could cause wood to be sold while researching castle age
; - fixed a bug that could prevent padded archer armour research in feudal age
; - many minor tweaks and fixes

scripter64
Waheguru
Posts: 5891
Joined: Fri Jan 16, 2009 8:36 pm

Re: =◬= Illuminati AI =◬=

Post by scripter64 »

Illuminati 1.0 :) :)

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Aleph
Yogi
Posts: 487
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

Re: =◬= Illuminati AI =◬=

Post by Aleph »

(up-change-name "I L L U M I N A T I")

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Aleph
Yogi
Posts: 487
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

Re: =◬= Illuminati AI =◬=

Post by Aleph »

small update for the BYM and Legendary Arena tournaments, hopefully now I can focus on 1.5

; changelog 1.0 -> 1.0a
; - changed default arena strat for some civs to boom
; - will now escrow paladin upgrade earlier
; - will now build a monastery earlier on arena-style maps if there are relics around
; - will now save 100 gold for a monk in the same situation
; - can now train camels as counter units instead of spearmen, depending on cavalry and infantry upgrades
; - can now research heavy camel upgrade
; - improved emergency tribute (only for allied Illuminati)
; - improved relocation
; - fixed a bug that caused a premature strategy switch on arena
; - minor adjustments

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Aleph
Yogi
Posts: 487
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

Re: =◬= Illuminati AI =◬=

Post by Aleph »

minor bugfix update, still compatible with 1.4

; changelog 1.0a -> 1.0b
; - added missing eco balances for a few civs' unique unit strategies
; - removed obsolete aztec monk system (will be replaced with something better soon)
; - fixed a critical bug that would train and delete villagers at the same time
; - fixed a bug that could cause unwanted garrisoning
; - minor tweaks and fixes

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Aleph
Yogi
Posts: 487
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

Re: =◬= Illuminati AI =◬=

Post by Aleph »

1.0c is a lucky number, right?

; changelog 1.0b -> 1.0c
; - fixed a rare but CRITICAL BUG that caused the game to freeze

scripter64
Waheguru
Posts: 5891
Joined: Fri Jan 16, 2009 8:36 pm

Re: =◬= Illuminati AI =◬=

Post by scripter64 »

Sorry about that :lol:

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the1unknown
Yogi
Posts: 344
Joined: Sat Jul 21, 2018 3:27 am

Re: =◬= Illuminati AI =◬=

Post by the1unknown »

Aleph wrote:1.0c is a lucky number, right?

; changelog 1.0b -> 1.0c
; - fixed a rare but CRITICAL BUG that caused the game to freeze
in a mix team game won vs barbarian .

Better team-work and no idle military units.


Image
here lost to promi (0 units).

it seems illuminati sometimes attacks the wrong buildings
"you don't have to be great to start, but you have to start to be great" -the villager

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Aleph
Yogi
Posts: 487
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

Re: =◬= Illuminati AI =◬=

Post by Aleph »

It only plays conquest. :lol: Looks like I forgot to specify that under settings.

Thanks for testing!

User avatar
Aleph
Yogi
Posts: 487
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

Re: =◬= Illuminati AI =◬=

Post by Aleph »

Not the Illuminati we deserve, but the one we need right now.
A ton of improvements to general features and 1.5 DUC, but no major strategy changes yet. More to come.

Updated to v1.1! Now requires UserPatch 1.5.

; changelog 1.0c -> 1.1
; - new supplementary/counter unit system - will no longer make too many different unit types
; - overhauled retreat from TC/castle for much better reliability and versatility
; - will now also save scout from enemy TC
; - will now pick smush strategy more often (FC maps)
; - will now mine or buy stone when needed to rebuild/relocate its TC
; - vastly improved monk micro
; - monk micro now also works vs multiple opponents
; - mangonel micro now also works vs multiple opponents
; - made deer lure and boar steal more precise
; - improved many other duc features using 1.5 commands
; - improved mill placement and timing
; - improved land nomad TC placement
; - improved first lumber camp placement
; - improved team game resign rule
; - added a few 1.5 SNs
; - added Subjugator, Maiar and Pharaon to the list of AIs it can co-op attack with
; - fixed some problems caused by obsolete code
; - fixed a critical bug that happened if the initial barracks construction was cancelled
; - fixed a rare bug that could stop vill production while trying to rebuild
; - fixed a bug that would sometimes build a farm before having a lumbercamp
; - fixed 2 bugs that caused boar steal to be aborted mistakenly
; - fixed a very rare bug that could prevent buildings from being placed
; - fixed a rare but critical bug that could prevent building the first lumber camp
; - many minor tweaks and fixes

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