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Re: Immortal

Posted: Tue Mar 29, 2022 6:50 am
by TheMaximalBeing
FireBall37 wrote:
Mon Mar 21, 2022 7:32 pm
:o That is pretty impressive. Quick question, with which civs is Immortal most likely to go for siege onagers? :devil :devil
If you haven't already thought of it, I request a strategy with Mongolian Drill SO
In general civs with good SOs are more likely to make them but it is not guaranteed. It will respond to what the enemy is making. The current strategies are designed for 1v1 mostly so there won't be too many gold units. Eventually I will make separate 1v1 and team game strategies.

Drill should be researched once there is enough siege.

Re: Immortal

Posted: Tue Mar 29, 2022 7:21 am
by FireBall37
TheMaximalBeing wrote:
Tue Mar 29, 2022 6:50 am
In general civs with good SOs are more likely to make them but it is not guaranteed. It will respond to what the enemy is making. The current strategies are designed for 1v1 mostly so there won't be too many gold units. Eventually I will make separate 1v1 and team game strategies.

Drill should be researched once there is enough siege.
In my tests, Immortal went for scorpions/rams rather than onagers in most cases. But this is of course a good strategy too for civs with good siege.

Re: Immortal

Posted: Fri Apr 01, 2022 4:09 am
by venomus
Nice AI!

Re: Immortal

Posted: Wed May 04, 2022 11:31 pm
by TheMaximalBeing
Released Immortal v0.9 for testing purposes only. I will have the main version released soon. The final feature added will be tower placement, and there are still many bug fixes required. Please let me know if you see any strange behaviour.

Re: Immortal

Posted: Wed May 04, 2022 11:34 pm
by TheMaximalBeing
Changes in v0.9
  • Enemy selection for team games is now implemented. Although this will make it weaker in some cases (e.g. it won't go 4v1 against some player) it now properly understands enemy flanks/pockets. The previous version would usually just attack the first enemy scouted as it was designed for 1v1 only. The plan is to eventually add 3v1 and 4v1 back in, but I’ll do so in an intelligent way.
  • the castle placement functions have been re-written and now support tower placement (although no tower placement yet)
  • fixed bug preventing trade cart production (huge improvement in late game!)
  • fixed bug preventing trade market placement
  • can now attack enemy trade carts (although still buggy)
  • fixed bug causing Immortal's army to walk back and forth rather than attacking
  • fixed bug causing Immortal's army to run into enemy units without attacking
  • fixed forward sheep scouting bug
  • better scouting of enemy players in team games
  • fixed bug causing vills to walk long distances to hunt stolen boar
  • fixed bug preventing FI strategies from advancing to imperial age
  • Immortal is now much smarter at rebuilding camps while under attack
  • Immortal now understands that conquistadors and janissaries are OP in castle age and will be more aggressive with these units
  • FI strategies will no longer build TCs in castle age
  • can delete back walls on arena (also fixed the crash caused by this in a previous version)
  • can delete walls near camps on arena
  • can delete a hole for the boar lure on arena, and fill it with a house later
  • can use a sheep to hold the gate open on arena, for the deer lure (still a bit buggy)
  • camp placement on arena is improved
  • can skip loom on arena
Update
  • added tower placement for feudal age (only very basic for now)
  • fixed a bug preventing elite-huskarl or elite-tarkan from being researched
  • fixed bug causing army to move back and fourth without attacking (a different one to above)
Update
  • Mangudai and elite-mangudai frame delay fixed for the AOC version.

Re: Immortal

Posted: Thu May 05, 2022 3:09 pm
by samoer
gogogo, I like this ai very much. Thanks for update

Re: Immortal

Posted: Fri May 06, 2022 7:24 am
by TheMaximalBeing
Immortal v0.9 released. I also released an AOC version which takes into account the eagle line changes. Note that Immortal doesn't understand the balance changes of this version and will perform weaker in general.

Please do not use any speedhack. Only use the normal or fast in game speed.

Ongoing Issues
  • despite trying to find enemy trade lines using id loops it seems like they are still invisible in many cases
  • there is a bug which causes groups to attack random enemy buildings. can be quite devastating if the group is under attack.
  • the various strategies still vary in strength significantly. Some still haven't been tested at all (e.g. the FC->smush which will be the default strat for a celtic pocket)

Re: Immortal

Posted: Mon May 09, 2022 6:37 am
by hyupuunos
Great
Can you update it to support the new Indian DLC?

Re: Immortal

Posted: Wed May 18, 2022 6:54 pm
by samoer
some problems:
1 immortal builds corner market too early, better when he has advantage then builds corner market. before 30 mins I think build market in the back of TC better.
2 immortal's defend is very good, so if he has litte army, he still research imperial age then come back. This is called " game can be lost, but imperial age must be researched." I think u can have good defend, but army advantage is important too. The fight can be finished in castle age too, no need evevy time fight until imperial age. This cause many losts in 4v4 games.

Re: Immortal

Posted: Mon May 30, 2022 8:07 pm
by TheMaximalBeing
samoer wrote:
Wed May 18, 2022 6:54 pm
some problems:
1 immortal builds corner market too early, better when he has advantage then builds corner market. before 30 mins I think build market in the back of TC better.
2 immortal's defend is very good, so if he has litte army, he still research imperial age then come back. This is called " game can be lost, but imperial age must be researched." I think u can have good defend, but army advantage is important too. The fight can be finished in castle age too, no need evevy time fight until imperial age. This cause many losts in 4v4 games.
Thanks for the feedback :)

1 It should only build trade market when it has a few trade carts, which should only happen if gold is running low (game time does not matter). BTW if the market is not build in in the corner the AI will often stupidly trade across the middle of the map to get a longer trade line leaving the trade carts exposed to attack. So this would have to be resolved first.

2 Immortal does not know how to finish the game in castle age. For example it does not know how to train rams and many groups will not attack enemy buildings. It would take some work to do this properly. Could be some time before it gets added.