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WARNING: The new DE expansion "Dynasties of India" is not supported yet. This includes the new civs and the modified Indian civ. Immortal cannot play games where any player (enemy or ally) is using the new civs.
Update: Version 0.8f is released for WK only. This is considered a beta version meaning that it still contains various bugs and incomplete features. These will slowly be fixed in the coming months. Please let me know if you spot any strange behaviour or have any suggestions. I havent tested team games much so I suggest 1v1 for now. There are also different BOs for arena-style maps but I've never actually tested them.
This is a full DUC AI with a wide variety of strategies and supports all but the latest civs. Some strategies are significantly stronger than others due to limited time to test them. All units are controlled 100% with DUC (no TSA or attack-groups at all).
Supported Settings
Games: UserPatch with Wololo Kingdoms OR the Definitive Edition
Game type: Random Map
Map: Open land maps
Civilization: All Civs (including the latest expansions)
Resources: Standard
Starting age: Dark or Imp with High res
Population cap: 200+
Speed: 1.5 - 2.0 (don't use speedhack)
Early-game strategies (each with a unique BO)
Fast Feudal into: (1) archers, (2) archers+skirms, (3) skirms, (4) drush then archers, (5) drush then archers and skirms, (6) MAA then archers, (7), MAA then archers and skirms, (8) scouts then castle, (9) scouts then skirms, (10), scouts then archers, (11), scouts then archers and skirms, (12) eagles
Fast Castle into: (13) boom, (14) knight, (15) camel, (16) eagle, (17) UU, (18) archers, (19) with drush,
After the early-game strategy is complete, the army composition is completely unique to the civ and is adapted to counter both the enemy civ and its current army composition.
Known Bugs / Issues:
Building quickwallers may place walls when not at their foundation, or refuse to build anything
To-tc walls may be unreachable or placed poorly. Also wall builders may sometimes trap themselves
Lumberjacks / foragers sometimes become stuck/idle in dark age
Archers keep moving back and forth on the spot when on top of farms.
Camp placement keeps getting attempted when no resource available (usually causes lag in late game)
Inability to attack walls / gates at all
ID loops to find garrisoned units (especially villagers) may cause lag
there is no micro for scopions. Immortal will still make them but they will be idle
DE specific bugs
(workaround applied) Immortal deletes his own TC and villagers at the start of the game
(workaround applied) Sheep scouting is not working
(workaround applied) Villagers will not ungarrison onto deer when it is lured
(workaround applied) Villagers will not ungarrison onto boar
(workaround applied) smart villager retreat not working
(fixed!) algorithm that prevents vills going to dangerous dropsites not working
(workaround applied) blocking of automatic villager runaway not working
blocking of automatic villager garrison not working
(unfixable) Smart TC ungarrison (i.e. putting vills onto back resource when under attack) not working
(unfixable) TC trickle ungarrison not working
Counting enemy barracks huskarls/stable tarkans/gbeto-line/organ-gun line giving negative numbers
rams groups frozen
rare bug where boar lurer keeps walking into middle of TC
(workaround applied)building spam caused by up-object-type-count-total not including pending buildings
Numerous bugs cause by object-data-gather-type and object-data-dropsite not working properly
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!
Awesome to have your AI. Very much appreciated
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