New version (V2) with some updates :
- new retreat rules for castle archer rush strategy
- debug concerning knights retreat from enemy TC/castle, since i noticed : (up-projectile-target projectile-town-center == knight-line) doesn't work !! ??
- New build order concerning Pocket krushers which makes them really more powerfull ! It beats older versions of my AI in 4v4 quiet easy... : It can up imperial arround 36 minutes after good castle age fights I underestimated the power of Wheel-barrow and bow-saw.
TRiBaL_Warriors
- Esty
- Waheguru
- Posts: 1159
- Joined: Wed Dec 30, 2015 7:37 am
Re: TRiBaL_Warriors (new AI)
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
-
- Waheguru
- Posts: 5891
- Joined: Fri Jan 16, 2009 8:36 pm
Re: TRiBaL_Warriors (new AI)
Oh, projectile-target works with unit classes and not unit types or lines. Example from the reference:
Code: Select all
(defrule
(up-projectile-detected projectile-town-center < 2000)
(up-projectile-target projectile-town-center == archery-class) ; archery-class = 900
=>
(do-nothing)
)
- Esty
- Waheguru
- Posts: 1159
- Joined: Wed Dec 30, 2015 7:37 am
Re: TRiBaL_Warriors (new AI)
New Update : version V3
Now my army will retreat to fortification and defend at home if it has "superiority < 0", till it has reached a "superiority >= 0"
That way it wont waste army anymore by sending it to the death on the enemy ; It is especially what happened in the recorded game Xhip sent to me yesterday when my retard soldiers came to die one by one into offwo army in early feudal... so disappointing ! lol
Thank Promi for your advices concerning that codes really safe ! <3
Now my army will retreat to fortification and defend at home if it has "superiority < 0", till it has reached a "superiority >= 0"
That way it wont waste army anymore by sending it to the death on the enemy ; It is especially what happened in the recorded game Xhip sent to me yesterday when my retard soldiers came to die one by one into offwo army in early feudal... so disappointing ! lol
Thank Promi for your advices concerning that codes really safe ! <3
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
-
- Waheguru
- Posts: 5891
- Joined: Fri Jan 16, 2009 8:36 pm
Re: TRiBaL_Warriors (new AI)
The most unusual and unexpected issues appear in the xrecs™
-
- Swami
- Posts: 234
- Joined: Mon May 06, 2013 12:37 am
Re: TRiBaL_Warriors (new AI)
Great to see some new scripters, keep up the good work!
- LightTree
- Waheguru
- Posts: 1608
- Joined: Wed Mar 10, 2010 12:21 am
Re: TRiBaL_Warriors (new AI)
Sometimes it's just issuES . Thx for new, will keep testing it .
- Esty
- Waheguru
- Posts: 1159
- Joined: Wed Dec 30, 2015 7:37 am
Re: TRiBaL_Warriors (new AI)
IssssssuESSS again
My retreatings were buggy in version 3... one timer activated itself when it shouldn't...
Fixed in that version V3-1...
My retreatings were buggy in version 3... one timer activated itself when it shouldn't...
Fixed in that version V3-1...
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
- Esty
- Waheguru
- Posts: 1159
- Joined: Wed Dec 30, 2015 7:37 am
Re: TRiBaL_Warriors (new AI)
I'l modify today my "resign rules" to not waste the time of my dear beta-testers haha
... and some other stuffs especially concerning dark age exploration... My scout needs to find at least the 2 boars before starting luring deers !
... and some other stuffs especially concerning dark age exploration... My scout needs to find at least the 2 boars before starting luring deers !
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
-
- Yogi
- Posts: 250
- Joined: Wed Jun 11, 2014 8:54 pm
Re: TRiBaL_Warriors (new AI)
Hi, I have tested your AI several times. I think you need to improve the starting the most. Nice to know you will assure two boars. Another couple of issues is that sometimes when hunting the scout has to wait for too long till villagers react, or sometimes leave before and the dear escapes again. The other one is about sheep. Quite often it only catches one and doesn't look for its partner.
About the military stuffs, it has problems when facing an scout rushing AI like Tron with mongols. It sticks too much to the skirmisher strategy without exploring enough the enemy base to anticipate its strategy.
I have a question for any scripter here. Why do AIs never repair buildings? Sometimes repairing a castle is a matter of life and death.
Thank you all for developing this interesting AIs.
About the military stuffs, it has problems when facing an scout rushing AI like Tron with mongols. It sticks too much to the skirmisher strategy without exploring enough the enemy base to anticipate its strategy.
I have a question for any scripter here. Why do AIs never repair buildings? Sometimes repairing a castle is a matter of life and death.
Thank you all for developing this interesting AIs.
- Alevo1
- Guru
- Posts: 835
- Joined: Thu Aug 04, 2011 10:10 am
- Location: England
Re: TRiBaL_Warriors (new AI)
It can be pretty hard for an AI to detect what and when to repair, some will in fact repair town centers and castles (and wonders) though (as far as I know). It's more along the lines of one of those things you don't really think to do!Felipe_EL_Guapo wrote:Why do AIs never repair buildings?