{Beta} Tyrant AI v0.51
- Promiskuitiv
- Waheguru
- Posts: 1364
- Joined: Thu Nov 10, 2011 1:07 pm
Re: {Beta} Tyrant AI v0.40
Awesome, thank you for updating!
- LightTree
- Waheguru
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Re: {Beta} Tyrant AI v0.40
Thx for the work! Sorry about missing this update, I'm too used to links/betas directly in IRC .
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- Waheguru
- Posts: 5891
- Joined: Fri Jan 16, 2009 8:36 pm
Re: {Beta} Tyrant AI v0.40
All civs so fast, thanks
- CheeseOnToast
- Yogi
- Posts: 388
- Joined: Sun Aug 31, 2014 5:48 pm
Re: {Beta} Tyrant AI v0.40
Was playing a TG where I was pocket, Tyrant seldom asks for help from pocket in which it usually ends up dying, you could make a minute request help timer and probably flare if: enemy is massing skirms or pocket knights are detected (when attacked by a pocket also) it will help determine which side needs more help in a 3v3 for ex.
- Alevo1
- Guru
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- Location: England
Re: {Beta} Tyrant AI v0.50
Updated!
Code: Select all
; -------------------------------------------------------------------------------------------
; - Tyrant AI - Version 0.50 - Changelog: ````` +Gold mining tuned down for most strategies -
; - ```````````````````````` - (from previous ` +Many bug fixes ``````````````````````````` -
; - Creator: `` Alevo `````` - version) ``````` +More reliable researching ```````````````` -
; - Maps: ````` Land maps `` - ```````````````` +Deer hunting fixed for good `````````````` -
; - Civs: ````` All ```````` - ```````````````` +Strategy changes and modifications ``````` -
; - For use with AoC version - ```````````````` +More intelligent advancing (hopefully!) `` -
; - 1.4 or newer ``````````` - ```````````````` +Other things that I can't remember! `````` -
; -------------------------------------------------------------------------------------------
- LightTree
- Waheguru
- Posts: 1608
- Joined: Wed Mar 10, 2010 12:21 am
Re: {Beta} Tyrant AI v0.50
Thx for new .
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- Waheguru
- Posts: 5891
- Joined: Fri Jan 16, 2009 8:36 pm
Re: {Beta} Tyrant AI v0.50
Thanks, Alevo!
- THE RULER
- Guru
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Re: {Beta} Tyrant AI v0.50
But of course I would lose when the nearby lumber is infested with termites!
go on and make it an alpha !
keep it on with humor !
It's poison and it's blood and big fire, big burn - into the ashes and no return
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- Waheguru
- Posts: 5891
- Joined: Fri Jan 16, 2009 8:36 pm
Re: {Beta} Tyrant AI v0.50
Resign message?
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- Yogi
- Posts: 250
- Joined: Wed Jun 11, 2014 8:54 pm
Re: {Beta} Tyrant AI v0.50
It is pretty interesting to observe your AI performing. Although it is quite new, it attempts to explore with sheep and I love that. It is also aggressive. In addition, it always surprises me by doing things I haven’t seen on an AI before:
-The scout playing with the dears for a long time as a cat with a mouse before killing it. (game 1)
-Villagers showing mercy for poor dears, hesitating before shooting them.
-A villager stands thinking what can I do? Should I chop some wood, should I explore like the others… nah, I rather will hunt a boar! (game 3, very good starting BTW)
-Monks showing off walking with the relics from one place to another (game 1)
I tested it three times against Tribal Warriors (ara huns war 1 - 2). I think it would have done it much better adopting the scout rush strategy of the previous version instead of training range units considering its economic development (running out of wood).
Here are the issues detected:
1) Villagers cannot shoot deer (game 1)
2) Wood wrong position (game 1)
3) Wood and mill first technology not developed in feudal (games 1, 2, 3).
4) Monks not putting the relics in the church (game 1)
5) Units go to fight a losing battle (suicide) (game 2 and 3).
6) Maybe too many farms for going with range units...
Thanks for your work and gl keeping improving it. It is a talented AI hahaha.
P.S: If I play the games wtih fast speed instead of normal, does it affect the AI performance?
Games links:
https://www.dropbox.com/s/w9ccg7v9syoo4 ... l.rar?dl=0
-The scout playing with the dears for a long time as a cat with a mouse before killing it. (game 1)
-Villagers showing mercy for poor dears, hesitating before shooting them.
-A villager stands thinking what can I do? Should I chop some wood, should I explore like the others… nah, I rather will hunt a boar! (game 3, very good starting BTW)
-Monks showing off walking with the relics from one place to another (game 1)
I tested it three times against Tribal Warriors (ara huns war 1 - 2). I think it would have done it much better adopting the scout rush strategy of the previous version instead of training range units considering its economic development (running out of wood).
Here are the issues detected:
1) Villagers cannot shoot deer (game 1)
2) Wood wrong position (game 1)
3) Wood and mill first technology not developed in feudal (games 1, 2, 3).
4) Monks not putting the relics in the church (game 1)
5) Units go to fight a losing battle (suicide) (game 2 and 3).
6) Maybe too many farms for going with range units...
Thanks for your work and gl keeping improving it. It is a talented AI hahaha.
P.S: If I play the games wtih fast speed instead of normal, does it affect the AI performance?
Games links:
https://www.dropbox.com/s/w9ccg7v9syoo4 ... l.rar?dl=0