Than you Archon for your complete feedback !
I'l try to use all those information to keep working.
This morning i worked on escrows to give a priority in the upgrades of imperial armies. (paladins/ unique unit Ups / arbs ) I corrected some bugs too, like the fact my flanks going one archery-range for a faster castle made the barracks only when having reached feudal
So 3TC boom can be stronger than a 4TC BOOM ? Didn't know.
And i think that, in fact, mining so much stone to build a castle early in castle age is not that good.
Thk again, i appreciate your help
TRiBaL_Warriors
- Esty
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Re: TRiBaL_Warriors (new AI)
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
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- Guru
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Re: TRiBaL_Warriors (new AI)
"So 3TC boom can be stronger than a 4TC BOOM ? Didn't know."
i think the 3 tc boom can be faster than 4 tc not stronger ( example with rusher civ - vik ,jap,byz,brit etc - you can go faster imperial with lower vills nuber, becuz you dont need big eco for upgrades in imp, but with some civs maybe slower, but stronger the 4-6 tc boom-(korean,mongol,saracen etc)
i think the 3 tc boom can be faster than 4 tc not stronger ( example with rusher civ - vik ,jap,byz,brit etc - you can go faster imperial with lower vills nuber, becuz you dont need big eco for upgrades in imp, but with some civs maybe slower, but stronger the 4-6 tc boom-(korean,mongol,saracen etc)
- Esty
- Waheguru
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- Joined: Wed Dec 30, 2015 7:37 am
Re: TRiBaL_Warriors (new AI)
New update of my AI !
New strategies :
AS FLANK
- Drush
- Risky Fast castle archer-rush
(Flush skirmishers/archers is maintained)
AS POCKET
- Aztek/mayan/britons/japanese - castle-archer-rush
- Knight-rush
(Boom is maintained but will be selected occasionaly)
Now there is a better interaction between my AI teaming with the use of taunts "222" & "31"
Flank will focus on an asking for help to his closest ally. It workes fine in 4v4 at least. In 3v3, the pocket will be really busy
I wanna work on my build-order a bite more (especially for the boom thing) for some more efficient results but it is starting to go in a good shape...
New strategies :
AS FLANK
- Drush
- Risky Fast castle archer-rush
(Flush skirmishers/archers is maintained)
AS POCKET
- Aztek/mayan/britons/japanese - castle-archer-rush
- Knight-rush
(Boom is maintained but will be selected occasionaly)
Now there is a better interaction between my AI teaming with the use of taunts "222" & "31"
Flank will focus on an asking for help to his closest ally. It workes fine in 4v4 at least. In 3v3, the pocket will be really busy
I wanna work on my build-order a bite more (especially for the boom thing) for some more efficient results but it is starting to go in a good shape...
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
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- Waheguru
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Re: TRiBaL_Warriors (new AI)
Downloaded, thanks!
- Esty
- Waheguru
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- Joined: Wed Dec 30, 2015 7:37 am
Re: TRiBaL_Warriors (new AI)
I just reupload with some small modifications, and one very important specification concerning the "drush" file. I didn't already notify the source of the script (juggernaut/unfairsteel) ! all my apologies... I just had an heart-attack when i noticed that fail !
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
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- Forumer
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Re: TRiBaL_Warriors (new AI)
Strong AI
- Esty
- Waheguru
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Re: TRiBaL_Warriors (new AI)
New update of my AI !
-Bug fixed concerning the non-stop "deleting villagers/making villagers" which ruined my imperial economy
-More lumber camps can be built in post imperial to maintain the wood gathering after 100 minutes game
-micro-army codes changed for a more efficient ability in fighting / retreating. The Horde AI was my reference.
-Scout in dark-age will flee opponent's TCs
-Villagers will garison to kill opponent's scout
-small changes in economy stuffs
-Strategies adapted for Flanks and pockets in MAP ARENA : no more drush or flush
I want now to make my AI able to play nomad... Already tried but its harder than what i expected
-Bug fixed concerning the non-stop "deleting villagers/making villagers" which ruined my imperial economy
-More lumber camps can be built in post imperial to maintain the wood gathering after 100 minutes game
-micro-army codes changed for a more efficient ability in fighting / retreating. The Horde AI was my reference.
-Scout in dark-age will flee opponent's TCs
-Villagers will garison to kill opponent's scout
-small changes in economy stuffs
-Strategies adapted for Flanks and pockets in MAP ARENA : no more drush or flush
I want now to make my AI able to play nomad... Already tried but its harder than what i expected
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
- CheeseOnToast
- Yogi
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Re: TRiBaL_Warriors (new AI)
Doesn't seem to prioritize certain upgrades quickly (specifically pockets and their knights and flushing) where chain barding and fletching is important.
- Esty
- Waheguru
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- Joined: Wed Dec 30, 2015 7:37 am
Re: TRiBaL_Warriors (new AI)
Hello,
Yeah i know. I am working on a new version including upgrades priorities, which is a small part : The most of this update will consist in modifying my script to make it my own, step by step. It will take a bit long, that's why i dont post regularly...
I already deleted many of my script which was useless/badly used. TRiBaL is actually a draft full of codes unappropriated lol
Yeah i know. I am working on a new version including upgrades priorities, which is a small part : The most of this update will consist in modifying my script to make it my own, step by step. It will take a bit long, that's why i dont post regularly...
I already deleted many of my script which was useless/badly used. TRiBaL is actually a draft full of codes unappropriated lol
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
- Promiskuitiv
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Re: TRiBaL_Warriors (new AI)
Nice to hear that you're still at it, i'd gladly test your next version but take your time.