Yes, scouts are normally are bad against archers, even knights may have problems against Immortal's superior micro when there are enough units. The problem here is Immortal will focus solely on villagers while raiding, and will ignore the unit attacking the archers until there are no villagers close by.TheMaximalBeing wrote: ↑Wed Nov 02, 2022 11:14 pmI'm not too sure about this. From my testing scouts are quite awful against archers. Maybe it can abuse older AIs with no micro, but against properly micro'ed archers this would be suicide. The scout micro definitely needs more work, but attacking archers is not the right approach (unless already at a large advantage).
Yeah, no, the build orders are great, actually it's the best I've seen, as it's executed so perfectly to an annoying degree (which is a good thing). It would be great if Immortal decided to add siege earlier instead of moving on to another enemy to keep up the pressure while doing things you mentioned here.TheMaximalBeing wrote: ↑Wed Nov 02, 2022 11:14 pmWhat you are seeing initially is the well optimized BOs (which were taken from https://buildorderguide.com/) to create the initial army. After this Immortal places multiple TCs and has no resources left for military production. To maintain pressure I would need to change the BO to account for extra TCs or stay on 1 TC for longer.
Law 15: Completely destroy your enemy.
Sure, it's rare that the game gets that late, but still it's annoying to lose to relic timer when the game's going great. Also you'll eventually have to add it for DE because Lithuanian civ bonus is a thingTheMaximalBeing wrote: ↑Wed Nov 02, 2022 11:14 pmI never got around to adding this. I don't think it is a big deal as relics only have a small trickle of gold. Only in 1v1 late game is it a problem, but we don't get there often.
It must be a rare bug, I can't reproduce it anymore. In my experience flank Immortal would go fast feudal in Arena when the Victory settings were set Conquest. I'll update if I'm able to reproduce it again.TheMaximalBeing wrote: ↑Wed Nov 02, 2022 11:14 pmVictory settings have no impact and are not mentioned in the AI at all. Are you sure you tested it properly?
I'm not the most knowledgeable person about the build orders, but mathematically speaking, shouldn't it stop in feudal, because loom itself is 1 villager production long, even though Immortal gets loom in castle age? I feel like getting to castle age 25 seconds earlier is bigger advantage than one more villager, unlike in dark age into feudal.TheMaximalBeing wrote: ↑Wed Nov 02, 2022 11:14 pmShould stop doing this once it gets loom - which should happen in castle age.
But missing (disable_self) in line 65040 is still a problem because Immortal will spam chat to self, unless it's necessary for reasons I don't know (because I'm not a good enough scripter just yet ).
Yeah... About that. It unfortunately does happen in almost every game. If possible luring wolves into enemy should be a thing though, it's funny to watch the enemy losing their villagers to wolves because of Immortal's actions.TheMaximalBeing wrote: ↑Wed Nov 02, 2022 11:14 pmYeah I have ignored it for now. Hopefully doesn't happen too often.
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