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The General and The Sergeant 1.2n

Posted: Sat Oct 26, 2019 8:43 pm
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 two different AIs. The General is the main AI which plays at full strength. The Sergeant plays around the level of HD with a wider variety of strategies than The General. They are included together because The Sergeant loads the same files as The General but plays with different configuration settings.

Civs supported (all civs are technically playable, but only these civs have been tested and refined):
The General: Aztecs, Britons, Franks, Huns, Incas, Khmer, Magyars, Mayans
The Sergeant: Aztecs, Britons, Franks, Huns, Incas, Khmer, Magyars, Mayans, Mongols, Spanish, Tatars, Turks

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 (Version 0.9i supports LN and Fencrazy)
Map Size: Any
Difficulty: Any (plays the same on all difficulties, only tested in Hard for UP/WK and Extreme on DE)
Other Teams: Any Number (no team management yet)
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: Flares current soldier gathering point (not used much atm)
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

Re: The General 0.5

Posted: Sun Oct 27, 2019 2:35 am
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:

Re: The General 0.5

Posted: Sun Oct 27, 2019 10:24 am
by Promiskuitiv
Sounds cool, thank you for your work Leif! :)

Re: The General 0.5

Posted: Sun Oct 27, 2019 2:31 pm
by Aleph
PogChamp

Re: The General 0.5

Posted: Sun Oct 27, 2019 7:04 pm
by CheeseOnToast
FRESH BLOOD! :devil

Re: The General 0.5

Posted: Sun Oct 27, 2019 10:38 pm
by LightTree
Very nice, thx Leif and gl with it :).

Re: The General 0.5b

Posted: Tue Oct 29, 2019 12:11 pm
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.

Re: The General 0.5c

Posted: Tue Oct 29, 2019 5:51 pm
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

Re: The General 0.5d

Posted: Wed Oct 30, 2019 5:58 am
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

Re: The General 0.6a

Posted: Sat Nov 02, 2019 3:26 pm
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