The Ruler is back announcing my reworked Ai, newly named "The Star".
Ha ! Expecting another Rusher, Krusher, EWR, sorry mates, the drawer here is full of those, most of them are more sufficient good, I may not do that better.
That Ai is for fun, still in experimental state, focussing on Allied Games, since the ladder is dead, eventually.
I managed, hopefully, to squeeze out all the flaws and knots in the Nosfertu base script, which I kept.
.. and there were many of them ( no wonder it sucks)
The script is split into 2 parts, a common and a special one.
The common works self-sufficient and the specialist calls routine from as necessary.
That allows me to easily script any strat. completely independent without big scripting amount.
As disadvantage is works a bid slower and is not as hardcored in advancing.
The common codes includes several feedback controlled regulation procedures.
As a result I needn't have to take care of all those micro managements.
For the first it works for 2v2, std game, team together on Arabia like maps.
I take it for task as a slowhand background player ( means flank and offsided).
Therefore it needs, inevitebly, a strong partner to take over the dirty work.
It expects an ally support on call, though capable to take some nice load.
That depends mainly on early enemy found and ES mood to place the buildings on its destinated place.
Giving in that this ís its weakest point, not my fault.
So far there are only 2 me known scripts, that support ally calls (without refusing): The Horde and Barbarian ( Dieses KI Monster ist wahrlich perfekt)!
"The Star" shares all common codes for ally games incl. name detection ( me is 11111)
There are 3 strats currently available: archers( will change to Trash) and scouts
For the moment there is no early countering possible, will come later.
In combat later in time it is able to do so despite.
For single player game there is a flush strat. included, may win may loose.
This strat plays all civs (Byz prefered) the allied one prefers ranged based ones rsp. horse favoured.
Upload completed !
remember, it needs aggressive supporting ally for surviving
fails horribly on early attackers if enemy found failed, or displacements of buildings
cannot respond to mounted attackers (yet)
direct access to enemy must be garanted (not Oasis and similar)
the switching amount enemy targeting is still half dynamic, will change that for up 2v2 ( in preparation it doesn't use TSA already)
this early release keeps mainly defensive proceeding, maybe it uses ,sometimes, (except allied with Barb /Horde) an aggressive strat, which has no ally function
the defensive character suffers from camps under attack. Currently "The Star" knows about ahead placed camps, but has not sufficient strats yet
next: - more 2v2 games, more strats, any civ pop ( will autm. adjust civ pop by calculation), multiple attacks, early counter decisions
for the last: "The Star" is capable to switch between any strat in runtime (as long this makes sense of course)
Have fun and suggestions and feedback welcome

Ah! it spams some debug messages, Version 0 !
V0.4 many things added, plays the testversion in 1v1, area-scouting subroutine added, more reliable arrow detection
V0.5 bugfixes and extentions