Requires UserPatch 1.5. Runs on WololoKingdoms or AOC, does not run on DE.
The repo is over here: https://github.com/01010100b/AoE2. Specifically see the Script folder for the AI source files and the Releases folder for releases.
v0.5
Removed duc again, and fixed a breaking bug in previous version.
v0.4.1
Fixed a bug where it would keep searching for sheep with vills even when there are no sheep on the map.
v0.4
Some DUC used during attacks (specifically it'll try to defend its siege)
In team games it will help out its allies by tribute if it has a lot of a resource
v0.3
Plays all civs a bit better with more specific unit choices
v0.2
Plays all civs. There might be some issues playing meso civs in AoC though, as it's assuming the WK situation having eagle scouts in feudal.
v0.1
Should work with any civ that has access to knights. It can only play land maps.
Binary
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- Forumer
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Binary
- Attachments
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- Binary-0.5.zip
- (56.87 KiB) Downloaded 436 times
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- Binary-0.4.1.zip
- (76.89 KiB) Downloaded 344 times
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- Binary 0.4.zip
- (95.01 KiB) Downloaded 354 times
Last edited by 01010100 on Thu Jul 23, 2020 4:48 am, edited 25 times in total.
- Esty
- Waheguru
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Re: Binary
just tested it. That's a really interesting AI, doing stuff different than any other AI, making Binary unique, not only by the way you have scripted it .
You say that Binary plays with civs having access to the cavalry ; in that case, i'll need you to tell the 4 civs you want for the 1v1s 2v2s 3v3s 4v4s in davis cup.
In case you plan to add strategies for meso civs, just ignore my request and Binary will play rdm civs !
You say that Binary plays with civs having access to the cavalry ; in that case, i'll need you to tell the 4 civs you want for the 1v1s 2v2s 3v3s 4v4s in davis cup.
In case you plan to add strategies for meso civs, just ignore my request and Binary will play rdm civs !
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
- Leif Ericson
- Waheguru
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Re: Binary
Ooh nice! Great to see a new AI.
- Promiskuitiv
- Waheguru
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Re: Binary
Awesome, thank you for your work! It's great to have a new AI with new ideas.
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- Forumer
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Re: Binary
I'm planning to add other civs as well before the davis cup so it can play random civs. You can see the TODO file here: https://gitlab.com/01010100b/binary/blo ... y/TODO.txt. I should get to v0.2 and hopefully v0.3 before the tournament. I don't actually have to add a strategy for that though, the basic strategy (see BasicStrategy.per) is parametrized by unit choices like this:Esty wrote: ↑Sun Jan 26, 2020 1:44 amjust tested it. That's a really interesting AI, doing stuff different than any other AI, making Binary unique, not only by the way you have scripted it .
You say that Binary plays with civs having access to the cavalry ; in that case, i'll need you to tell the 4 civs you want for the 1v1s 2v2s 3v3s 4v4s in davis cup.
In case you plan to add strategies for meso civs, just ignore my request and Binary will play rdm civs !
Code: Select all
#defexclusive gl-my-scout-unit = scout-cavalry-line
#defexclusive gl-my-primary-unit = knight-line
#defexclusive gl-my-secondary-unit = spearman-line
#defexclusive gl-my-siege-unit = battering-ram-line
#defexclusive gl-my-primary-trash-unit = skirmisher-line
#defexclusive gl-my-secondary-trash-unit = spearman-line
Last edited by 01010100 on Sun Jan 26, 2020 11:27 am, edited 1 time in total.
- CheeseOnToast
- Yogi
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- Forumer
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Re: Binary
All I know is that I couldn't run it on DE.
The script from the zip attachment crashes the game, and the script from gitlab (binary/Script/Binary.per) returns a bunch of errors.
The script from the zip attachment crashes the game, and the script from gitlab (binary/Script/Binary.per) returns a bunch of errors.
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- Forumer
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Re: Binary
It requires UserPatch 1.5 so it doesn't run on DE. It runs on WololoKingdoms and AOC. I'll update the OP with this information. You can not use the script files from the Gitlab repo directly, they are written in an extended language that compiles down to the game's scripting language, you need to use the zip file in the OP or in the Releases folder in the repo.
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- Forumer
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Re: Binary
Nice Work! Great to see an AI from you
Seems to do alright once it gets going but struggles with dark age.
Some suggestions
Seems to do alright once it gets going but struggles with dark age.
Some suggestions
- Don't send support boar hunters until the current boar is closer to the TC - often it is killed in the middle of nowhere
- Lure the second boar earlier (to help prevent having no food under tc)
- Build extra farms if you have too many foragers
- Don't keep trying to go up to castle when under pressure - train more units
- Build farms if you fail to meat the food % requirements - one time it just stopped
- Abuse the market to help going up to castle
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- Forumer
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Re: Binary
Thanks for the suggestions.TheMaximalBeing wrote: ↑Mon Jan 27, 2020 8:39 pmNice Work! Great to see an AI from you
Seems to do alright once it gets going but struggles with dark age.
Some suggestions
Yes the FoodEconomy code needs to be rewritten, it was quickly cobbled together to get something half-working going. You might also see the peculiar behaviour of only sending male foragers to the sheep/boar and not female ones . This was on my TODO list in my head but I notice I haven't actually added it to the TODO file. The early extra support boar hunter is because I'm checking the boar's tasks-count to see if I'm already luring it, if the tasks-count = 0 then I send a boar lurer. But as it turns out, the moment the first lurer has fired the two arrows and starts retreating the tasks-count goes back to 0 and so the script sends out a second lurer. Do you have a suggestion of how to do this properly? I'm assuming the lurer's target-id also gets reset once he fires the two arrows.Don't send support boar hunters until the current boar is closer to the TC - often it is killed in the middle of nowhere
Lure the second boar earlier (to help prevent having no food under tc)
Thanks, added to the TODO list. Edit: Wait a second, it should already be doing this. The required number of farms is the number of food gatherers, -8 if there is sheep/boar and -4 if there are forage bushes. So every forager above the 4th should be getting a farm. I'm guessing this is because it doesn't have the wood to actually build the farms, or rather the wood it has is in escrow for buildings.Build extra farms if you have too many foragers
I was planning on improving the basic strategy to handle being feudal rushed, it's under "Improve basic strategy" on the TODO list. I've only been testing it so far against The General which only goes FC so there hasn't been much attention paid to the feudal age yet.Don't keep trying to go up to castle when under pressure - train more units
This sounds like a bug, this shouldn't happen. Do you have a rec or more information? If there are more than sn-farm-boom extra farms required (which I've set to 5) then it should even build them with escrow. The only thing I could think of here is that if its town is under high threat then it caps the number of builders at 1, but even that 1 builder should still be (trying) to build the farms. I'll try to set sn-farm-boom to 0 so it should build every farm with escrow at high priority, this should probably solve the other issue of too many foragers as well.Build farms if you fail to meat the food % requirements - one time it just stopped
I'm already buying food to help going up to castle. Do you mean also sell wood to then buy food with that gold?Abuse the market to help going up to castle
A quick fix you may try for the farming issues is looking for sn-farm-boom in the script where it's set to 5 and change it to 0. If you do that, does it solve those issues?