Immortal v0.10f

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TheMaximalBeing
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Location: Australia

Immortal v0.10f

Post by TheMaximalBeing »

Note: Immortal is adapted for DE balance but still plays best on UserPatch due to several DE bugs that the devs have ignored.


How does Immortal differ from other AIs?
  • Human-like army control: All military is controlled as groups. Where to move, when to attack, and how to attack are all determined by an algorithm that I wrote. Each group knows whether to retreat or attack based on their surroundings. This approach completely eliminates the build-in army control that other AIs use. Because of this, a lot of suicidal/stupid AI behaviour is prevented.
  • Very solid defence: Immortal will retreat villagers, repair buildings, and build towers/castles. It prevents villagers from going to dangerous locations and will rebuild camps when required. All buildings are placed in optimal + safe locations using my own algorithm.
  • A diverse range of strategies: Flanks can go for combinations of militia, maa, scouts, skirms and archers. Pockets can go scouts, knights, archers, eagles or UUs. All strategies are well optimized. I don’t know what the strongest strategy is, nor what the strongest civ is. The late-game army composition is unique to each civ and will be adapted to counter the enemy's civ & army composition.
  • Intelligent villager control: The built-in villager control has also been replaced and hence a lot of stupid behaviour is prevented. For example, you wont see villagers walking half the map just because the dropsite over there is slightly closer to its resource.

Recommended Civs
  • Flank/1v1: franks, japanese, vietnamese, teutons, goths
  • Pocket: spanish, khmer, bohemians, lithuanians, teutons, franks

Supported Games
  • Definitive Edition or
  • CD version with UserPatch 1.5 + Wololo Kingdoms (recommended) or
  • CD version with UserPatch 1.5 (and optionally, The Forgotten Empires)
  • N.B. HD Edition and Community Patch 1.6+ are not supported.

Supported Settings
  • Game type: Random Map
  • Map: Open land maps, Land Nomad, Arena
  • Civilization: Any
  • Resources: Standard
  • Starting age: Dark or Imp with High res
  • Population cap: 200+
  • Speed: 1.5 - 2.0

DE version 0.10f:
DE_VERSION Immortal v0.10f.zip
(440.48 KiB) Downloaded 463 times
Copy extracted files to: C:\Program Files (x86)\Steam\steamapps\common\AoE2DE\resources\_common\ai

WK version 0.10c (Not compatible with DE):
WK_VERSION Immortal v0.10c.zip
(414.88 KiB) Downloaded 468 times
Copy extracted files to: C:\Program Files (x86)\Microsoft Games\Age of Empires II\Games\WololoKingdoms\Script.Ai

AOC version 0.10e (Not compatible with WK or DE):
AOC_VERSION Immortal v0.10e.zip
(417.99 KiB) Downloaded 158 times
Copy extracted files to: C:\Program Files (x86)\Microsoft Games\Age of Empires II\AI
Last edited by TheMaximalBeing on Fri May 10, 2024 9:04 am, edited 102 times in total.

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DrinkMix
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Joined: Wed Jan 13, 2021 7:52 pm

Re: Immortal

Post by DrinkMix »

Very nice! Can't wait to see the first official release of Immortal! I imagine it will sweep the competition and to see it perform in Davis Cup VI as well as the DE tournament that MrElephant and halycon are hosting!

- Electricity
Author of too many scripts...
Legacy AIs -> https://github.com/eleclib/arch
Current AI/s -> viewtopic.php?f=8&t=4259
Miscellaneous -> https://github.com/eleclib

- Electricity
- Thaldren

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MrElephant
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Joined: Sun Dec 20, 2020 6:28 am

Re: Immortal

Post by MrElephant »

Hey TheMaximalBeing! -its awesome to see there is a thread about your AI. I am very interested in this project and Immortal's potential.
Author of Charon, Reactionary, Ahulane, and BlackKnight!

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FireBall37
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Joined: Sat Aug 22, 2020 10:49 pm

Re: Immortal

Post by FireBall37 »

How many strategies??? :o This is great @TheMax (imalBeing)

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Promiskuitiv
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Joined: Thu Nov 10, 2011 1:07 pm

Re: Immortal

Post by Promiskuitiv »

Super exciting! Looking forward to it. :dance

TheMaximalBeing
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Posts: 97
Joined: Fri Jun 02, 2017 11:00 pm
Location: Australia

Re: Immortal

Post by TheMaximalBeing »

Released v0.8f (beta) for WK

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FireBall37
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Re: Immortal

Post by FireBall37 »

Nice! Second DL :)

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wattle
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Posts: 207
Joined: Fri Aug 15, 2014 1:06 pm
Location: Germany

Re: Immortal

Post by wattle »

Awesome to have your AI. Very much appreciated :rolleyes:
From the games I watched I would say one thing that got esp. my attention is the resilience when it gets raided.
Esp. me with my bad multitasking I need to constantly look for its new backup camps, can't count on the AI letting stupidly slaughter their vills :lol:
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.

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DrinkMix
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Re: Immortal

Post by DrinkMix »

Civilization: All except those from the latest two expansions (Burgundians, Bohemians, Poles, Sicilians). Also, cannot have any enemies pick these.
Uh oh... that might be a problem if I end up going vs Immortal in that DE tournament, does that mean I get a free win?
Author of too many scripts...
Legacy AIs -> https://github.com/eleclib/arch
Current AI/s -> viewtopic.php?f=8&t=4259
Miscellaneous -> https://github.com/eleclib

- Electricity
- Thaldren

TheMaximalBeing
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Posts: 97
Joined: Fri Jun 02, 2017 11:00 pm
Location: Australia

Re: Immortal

Post by TheMaximalBeing »

Uh oh... that might be a problem if I end up going vs Immortal in that DE tournament, does that mean I get a free win?
I guess so.. Until I add the new civs

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