=◬= Illuminati AI =◬=

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Aleph
Yogi
Posts: 476
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

Re: =◬= Illuminati AI =◬=

Post by Aleph »

What the hell are you doing to my AI??

What settings, map and teams are you using to create this bug? The civs definitely have nothing to do with it.

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Samurai
Forumer
Posts: 2
Joined: Tue Jan 31, 2012 1:28 pm

Re: =◬= Illuminati AI =◬=

Post by Samurai »

@Aleph
Nothing :D
Illuminati works well as aztec and i love his powerful Eagle floods. :)
But i like to see how the AIs use tactics, economy, upgrades etc. as other Civ.

Here are the games and settings:
As aztecs it always works.
But as Byzantines it only works 1v1 or in a team.

===============================
Games:
===============================

Game: Illuminati as Aztecs - No team (Works well):
8 Players (1 Illuminati and 7 Standard AIs) = OK
2 Players (1 Illuminati and 1 Standard AI) = OK

Game: Illuminati as Byzantines - No team (The bug):

8 Players (1 Illuminati and 7 Standard AIs) = Doesn't advance to feudal-age
2 Players (1 Illuminati and 1 Standard AI) = OK

Game (8 Players - No team):
Illuminati as Aztecs = OK
Illuminati as Britons = OK
Illuminati as Mayans = OK
Illuminati as Japanese = OK
Illuminati as Byzantines = Doesn't advance to feudal-age
Illuminati as Koreans = Doesn't advance to feudal-age
Illuminati as Mongols = Doesn't advance to feudal-age
Illuminati as Saracens = Doesn't advance to feudal-age

Game (8 Players - Team):

Team 1: Illuminati as Aztecs = OK
Team 1: Illuminati as Britons = OK
Team 1: Illuminati as Mayans = OK
Team 2: Illuminati as Japanese = OK
Team 2: Illuminati as Byzantines = OK
Team 3: Illuminati as Koreans = OK
Team 3: Illuminati as Mongols = OK
Team 3: Illuminati as Saracens = OK

===============================
Settings:
===============================
Game Version: UserPatch.v1.4.20150723-000000
AI Version: 0.8a
===
Game Mode: Random Map
Map Type: Standard
Map: Arabia
Map Size: Big
Difficulty: Hard
Other players: 7
Resources: Low
Population: 200
Reveal Map: Normal
Starting Age: Standard
Victory: Conquest
Teams Together: On
Lock Teams: On
All Techs: Off

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Aleph
Yogi
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Location: Germany

Re: =◬= Illuminati AI =◬=

Post by Aleph »

Thank you for reporting it, I found the FFA bug.

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Aleph
Yogi
Posts: 476
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Location: Germany

Re: =◬= Illuminati AI =◬=

Post by Aleph »

; changelog 0.8a -> 0.8b
; - Illuminati now plays Land Nomad and Nomad starts
; - can now use multiple starting scouts
; - can now scout with vills if it doesn't start with any military units
; - boar lure now works with multiple TCs
; - many other changes towards compatibility with odd starts and missing or far resources
; - improved retreat rules
; - trebuchets will now always try to attack enemy castles
; - streamlined strategy and build order selection
; - fixed TG scouting
; - fixed a critical bug in FFA that got the AI stuck in dark age
; - fixed a bug that caused building cost data to not be considered for the dynamic gatherer percantage
; - fixed a bug that didn't select a target player in TGs when not all enemies were found
; - fixed a few build order bugs
; - fixed a bug that didn't build a university
; - temporarily disabled the save scout from tc code, as it was buggy
; - many minor tweaks and fixes

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

Re: =◬= Illuminati AI =◬=

Post by scripter64 »

Multiple TC boar lure, nice :)

Felipe_EL_Guapo
Swami
Posts: 235
Joined: Wed Jun 11, 2014 8:54 pm

Re: =◬= Illuminati AI =◬=

Post by Felipe_EL_Guapo »

Hi Aleph,
I've found a bug here.
After having failed to find the enemy, the scout took a loooong rest.

Another thing is that it was under pressure when it reached castle, but didn't train eagles to save him ass... probably because escrowing for something.

https://www.dropbox.com/s/s7dhngt2wja8r ... 3.rar?dl=0

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Aleph
Yogi
Posts: 476
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Location: Germany

Re: =◬= Illuminati AI =◬=

Post by Aleph »

Big TG update coming tomorrow, just in time for the Davis Cup semifinals.

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Aleph
Yogi
Posts: 476
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

Re: =◬= Illuminati AI =◬=

Post by Aleph »

Oi m80s this is the one you've been waiting for!

; changelog 0.8b -> 0.9
; - rewrote market resource exchange rules
; - Saracens will use the market more liberally than other civs
; - now supports all population cap settings
; - rebalanced pocket krush
; - pocket krushers will now direct their knights towards enemy units inside the flank's town
; - gave 6 pocket civs the ability to make cavaliers, depending on the enemy anti-cav threat
; - will now attack the target enemy if an allied AI is also attacking them (works only in coop with certain AIs: Illuminati, Barbarian, Promi, The Horde, BruteForce, Juggernaut)
; - will now eventually delete its walls on Arena-style maps
; - will now reset patrolling units when starting TSA
; - will no longer make supplementary counter units or siege during the early stages of a pocket eew flood
; - will now use 2 explorers on larger maps, starting in the castle age
; - all civs can now make trebs vs enemy castles
; - further improved TG market placement
; - market and trade cart cost-data will now also be considered by dynamic gatherer percentage
; - fixed team resign rule not being loaded
; - fixed a bug that would get the AI stuck when not finding its berries
; - fixed a bug that caused a low cap for trade carts
; - fixed a bug with deciding how to respond to an enemy defensive tower
; - minor tweaks and fixes

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LightTree
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Re: =◬= Illuminati AI =◬=

Post by LightTree »

Thx for the update :).

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LightTree
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Re: =◬= Illuminati AI =◬=

Post by LightTree »

Hi Aleph :).

http://forums.aiscripters.com/viewtopic ... 496#p65496

Illum suffers slightly from the problem mentioned in the link above (more for 'up-gather-inside', less for 'up-ungarrison').

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