Rehoboam

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TheNightPanda
Swami
Posts: 142
Joined: Sun May 27, 2018 3:22 am

Updated to 1.80d

Post by TheNightPanda »

Fixed a bug where Rehoboam would lose several vills to boars after the last patch, often resulting in a completely failed build order.

Geo92
Forumer
Posts: 3
Joined: Mon Mar 28, 2016 8:46 am

Re: Rehoboam

Post by Geo92 »

Rehoboam seems to have had some issues in my recent 3 vs 3 AI game. Barbarian AI and default DE AI (teammates) were getting their asses kicked by ZebbaAI and The General, while Rehoboham was in the middle chilling as the Franks. He built many knights that he sent to the other side of the map and did nothing with them in the total empty space at the corner of the map, then sending them back and forth. Somekind of weird micro-managing loop leading nowhere.While he could have helped either of his allies not getting destroyed. Not sure why that happened. This was on hard difficulty, Arabia default/standard settings. The other AI on the opposite team was Bright Spark who was getting destroyed early game by a Barbarian Drush, however he managed to survive while ZebbaAI jumped in to the rescue.

Didn't finish the game, seemed obvious that ZebbaAI and the General were carrying the game to victory. Would have ended in a 3 vs 1 in the endgame.

TheNightPanda
Swami
Posts: 142
Joined: Sun May 27, 2018 3:22 am

Updated to 1.80e

Post by TheNightPanda »

Updated for DC7.

Changelog from 1.80d:
-Better response to enemy militia-line rushes and towers.
-Villagers will now now retreat in expectation of enemy attacks in some instances.
-Improved late game military macro for flanks in 3v3 and 4v4. (Still not great due to the limitations of attack groups overwriting DUC commands)
-Greatly reduced lategame lag.
-Lots of important bug fixes.
-Taunt 211 will now turn off the anti overkill micro for those prefering weaker micro. Taunt 212 will turn it back on.

Rehoboam now prefers persians over franks in most situations. (1v1, 2v2, pocket) However since the latest patch has broken the target prioritisation of attack groups, (along with TSA) using franks on the previous patch will provide the best performance overall. For this I have included a version to be used for DC7 that only plays franks in these roles.

TheNightPanda
Swami
Posts: 142
Joined: Sun May 27, 2018 3:22 am

Re: Rehoboam

Post by TheNightPanda »

Geo92 wrote:
Thu Oct 26, 2023 5:54 am
Rehoboam seems to have had some issues in my recent 3 vs 3 AI game. Barbarian AI and default DE AI (teammates) were getting their asses kicked by ZebbaAI and The General, while Rehoboham was in the middle chilling as the Franks. He built many knights that he sent to the other side of the map and did nothing with them in the total empty space at the corner of the map, then sending them back and forth. Somekind of weird micro-managing loop leading nowhere.While he could have helped either of his allies not getting destroyed. Not sure why that happened. This was on hard difficulty, Arabia default/standard settings. The other AI on the opposite team was Bright Spark who was getting destroyed early game by a Barbarian Drush, however he managed to survive while ZebbaAI jumped in to the rescue.

Didn't finish the game, seemed obvious that ZebbaAI and the General were carrying the game to victory. Would have ended in a 3 vs 1 in the endgame.
Rehoboam isn't really optimised to play on teams with other ai's as most of the decisionmaking in team games with 3 players or more relies on allied goals that other ais won't be using. I suppose I could look into fixing obvious bugs like this, but don't expect it to perform like it would with Rehoboam allies.

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wattle
Swami
Posts: 200
Joined: Fri Aug 15, 2014 1:06 pm
Location: Germany

Re: Updated to 1.80e

Post by wattle »

TheNightPanda wrote:
Sat Nov 04, 2023 10:25 am
Changelog from 1.80d:
-Taunt 211 will now turn off the anti overkill micro for those prefering weaker micro. Taunt 212 will turn it back on.
I like this option. Thanks.

Also looking forward to the vill retreat.
MangudAI-all-in (wip, to be continued, when I retire from work :P )
Btw, thank you s64 for your effort. Was a pleasure to cross your way. Have a good time.

TheNightPanda
Swami
Posts: 142
Joined: Sun May 27, 2018 3:22 am

Re: Rehoboam

Post by TheNightPanda »

MrElephant wrote:
Sat Feb 25, 2023 5:36 pm
If you are going to tell us about Sillynator, you have to include a copy of him! Maybe in your previous versions package!
The old versions package now include one of the earliest verisons called "Sillynator". Note that this version only works as player 1 and only plays 1v1 with lithuanians. Versions 1.51 has also been fixed so it doesn't bug out due to patch changes.

TheNightPanda
Swami
Posts: 142
Joined: Sun May 27, 2018 3:22 am

Reuploaded

Post by TheNightPanda »

1.80e reuploaded with taunt 211 and 212 actually working. For some reason they were not included in the release. Hopefully none of the other changes are missing.

TheNightPanda
Swami
Posts: 142
Joined: Sun May 27, 2018 3:22 am

Updated to 1.80f

Post by TheNightPanda »

Changelog from 1.80e:
-Added more backup features to prevent Rehoboam from never attacking the enemy if the scout is killed early by a sneaky Viper.
-Added backup resign rules. (Rehoboam would sometimes not resign in uneven team setups.)
-Chat messages allerting about potential lag and wrong settings are now more relevant and less likely to be missed.
-Rehoboam will now by deffault give an estimate of computer performance after 35 min and when resigning. (Note that using speeds faster than 2,0 will affect this meassurement.)
-AI induced lag has been lowered slightly. (might reduce ranged unit effectiveness in some instances)

kunyi
Guru
Posts: 758
Joined: Tue Mar 21, 2006 7:48 am

Re: Rehoboam

Post by kunyi »

:dance :devil

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