The General 1.2s

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Leif Ericson
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The General 1.2s

Post by Leif Ericson »

The ultimate plan is for this AI is to have different personalities to play with each game by selecting from at least five generals per civ. The personalities are meant to reflect the styles of different generals or leaders of the Middle Ages, hence the name of the AI. The AI has the same name as a previous AI of mine, but they're not related at all, just based on the same concept.

The zip file below contains several different AIs named after lower commander ranks which will load different code to mimic play at various difficulty levels:
Extreme: The General
Hardest: The Captain
Hard: The Lieutenant (used to be called The Sergeant)
Moderate: The Sergeant (used to be called The Squire)
Standard: The Conscript

The non-General AIs simply set a goal to the desired difficulty level, whereas The General will set the same goal according to the actual difficulty of the game. So, on Hard difficulty The General will play exactly the same as The Lieutenant.

Civs supported (all civs except Armenians and Georgians are technically playable, but only these civs have been tested and refined):
The General: Aztecs, Britons, Franks, Huns, Incas, Khmer, Magyars, Mayans
All other commanders: Random, except Armenians and Georgians

All previous versions are available here: link

Comments and suggestions are welcome. Thanks everyone! glhf

Settings:

Game Version: DE. Versions 1.1k of The General and below are compatible with Userpatch and Wololo Kingdoms. Not compatible with 1.0c or HD.
Game Type: Random Map
Map Type: Arabia, Arena, Yucatan, LN (Version 0.9i supports Fencrazy)
Map Size: Any size between Tiny and Giant
Difficulty: Any
Other Teams: Any Number
Resources: Standard
Population: 200
Starting Age: Dark Age
Victory: Conquest
All Techs: No

Debug Taunts (doesn't respond to any other taunts at the moment):
211: Taunts all actions of each group
212: Taunts the group type of each group
213: Taunts the flag values of each group
214: Flares the location of the group's destination
215: Flares the location of the group's current target
234: Taunts town defense settings
235: Taunts desired building numbers
236: Taunts current age status
237: Taunts desired military numbers
238: Taunts enemy military unit counts
239: Taunts desired future gatherers
240: Taunts scores for support unit options
241: Taunts current game focus (aggressive/defensive/boom)
242: Taunts needed resource amounts and required gatherers for each resource to maintain desired military numbers and techs
243: Taunts gathering percentages and desired gatherer amounts
244: Taunts the current value of g-flag
245: Taunts attacking data
246: Taunts research progress for military units and the units/techs currently being saved for
247: Taunts target and focus players
248: Taunts escrow data
249: Taunts resource stockpile amounts
250: Taunts current strategy and primary/support units

Team Goals:

The General's team coordination is very limited at the moment, but it does use these commonly accepted goals:

Goal 11 (Town Under Attack): 0 = safe, 1 = town under attack
Goal 46 (Team Position - Pocket/Flank): 1 = flank, 2 = pocket
Goal 392 (Attacking): 0 = not attacking, 1 = attacking
Goal 420 (Identity): The General uses 1492
Goal 499 (Michi cut priority): 4535 = michi cut priority. The General never requests this, but maybe it will someday.
Goals 478/479 (Position Self): 478 = x location, 479 = y location
Attachments
The General 1.2s.zip
Best version. DE only.
(646.44 KiB) Downloaded 44 times
The General 1.1k.zip
Most recent version for both UP and DE. Supports Aztecs, Franks, Huns, Incas, Magyars, Mayans.
(600.35 KiB) Downloaded 393 times
The General 1.0d.zip
Most recent version that supports all civs (not including Dawn of the Dukes or Dynasties of India).
(576.02 KiB) Downloaded 383 times
Last edited by Leif Ericson on Mon Jun 24, 2024 10:07 am, edited 83 times in total.

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Esty
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Re: The General 0.5

Post by Esty »

Thx Leif, i love the concept.
Already tested it. Basics are done. Maybe some issues with the boar (took long to get the 2nd boar after having been found a bite late)
Concerning the other stuffs, and as you said,let's work on some brain :lol:
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently :o dette :dance

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Promiskuitiv
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Re: The General 0.5

Post by Promiskuitiv »

Sounds cool, thank you for your work Leif! :)

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Aleph
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Re: The General 0.5

Post by Aleph »

PogChamp

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CheeseOnToast
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Re: The General 0.5

Post by CheeseOnToast »

FRESH BLOOD! :devil

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LightTree
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Re: The General 0.5

Post by LightTree »

Very nice, thx Leif and gl with it :).

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Leif Ericson
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Re: The General 0.5b

Post by Leif Ericson »

New version added. Mostly just fixes the load errors for WK civs, so it should play any civ fine as long as it has knights. Should also build TCs a bit sooner.
Last edited by Leif Ericson on Wed Oct 30, 2019 5:59 am, edited 1 time in total.

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Leif Ericson
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Re: The General 0.5c

Post by Leif Ericson »

Another new version, lol.

The General 0.5c:
- fixed bug where AI retreated from attack too quickly
- added experimental eco rebalancing rules
- added ability to build more military buildings in imperial age
Last edited by Leif Ericson on Wed Oct 30, 2019 5:59 am, edited 1 time in total.

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Leif Ericson
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Re: The General 0.5d

Post by Leif Ericson »

Posted this update last night on Discord but forgot to add here. Just a hotfix.

I'll likely wait a little while for the next update to add some bigger changes.

The General 0.5d:
- added switch from knights to other soldiers after first attack instead of after 12 mil pop

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Leif Ericson
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Re: The General 0.6a

Post by Leif Ericson »

Released hotfix update, 0.6a:

The General 0.6a:
- fixed military training rule bug
- increased farm construction
- added watch tower construction

Forgot to make post for 0.6:

The General 0.6:
- fixed resign rule if couldn't train vils or build wood dropsites
- can now research all techs including imperial unique techs
- can play meso civs with an eagle warrior rush
- added delete villager rule

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