Bright Spark

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venomus
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Re: Bright Spark

Post by venomus »

I feel that this AI is very strong against other AIs 1v1, but weak against even low elo humans.

Bandit1990
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Re: Bright Spark

Post by Bandit1990 »

Slight update which addresses some bugs:

- Added workarounds for a DE bug which majorly impacts AIs that use DUC. When an AI converts a human player's unit, DUC still sees the the unit as belonging to the human player. If you ever played against Bright Spark and just saw all it's units freeze in a group then this is why, the units were trying to attack a friendly unit. This is now fixed for Bright Spark.

- Updated so enemy Centurions, Composite Bowmen, Warrior Priests and Monaspa are all recognised by the Military Maths script so they are now taken into consideration when Bright Spark works out army compositions.
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Bright Spark 41 DE.zip
Latest Version
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Bandit1990
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Re: Bright Spark

Post by Bandit1990 »

- New raiding micro for infantry, cavalry, archers, skirms and scorpions - still adding the rest
- Fixed big where scout doesn't circle starting base properly
- Edits to flush and aggressive fast castle so they edge more towards all in
- Bright Spark now chooses strategies based on team set up, position and civs, with a little bit of random chance
- Castle placement improved to secure centre on gold rush
- New mining camp placement (this seems to occasionally place more than one mining camp on gold, I'm working on this)
- Units will now dive under castles and TC fire if they think the exchange is worth it
- Assaulting units will avoid TC and Castle fire if they cannot absorb the hits (unlike version 41)
- Assaulting units will not flee when siege is destroyed and instead will continue attacking units while more siege is made.
- Shield mode is currently turned off when raiding and assaulting as more damage seems to be more effective than withdrawing units to defend.

Note it's probably best to avoid Armenians and Georgians for now as the mule carts seem to cause it to get stuck so it can't age up.

Edit: reuploaded with feudal bug fixed for Byzantines where they try and build a monastery in feudal age.
Attachments
Bright Spark 42 DE.zip
Use version below with LN fix
(182.49 KiB) Downloaded 68 times
Last edited by Bandit1990 on Mon Sep 30, 2024 11:03 am, edited 1 time in total.

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FireBall37
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Re: Bright Spark

Post by FireBall37 »

Nice update! One thing, I think I saw a flank player in a 4v4 go fc with no loom? Not sure. But that might be painful against fast feudal attackers.

venomus
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Re: Bright Spark

Post by venomus »

BS 42 freeze my game when load the map.

Bandit1990
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Re: Bright Spark

Post by Bandit1990 »

venomus wrote:
Wed Sep 25, 2024 6:29 am
BS 42 freeze my game when load the map.
Which map are you playing on?

venomus
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Posts: 64
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Re: Bright Spark

Post by venomus »

Bandit1990 wrote:
Wed Sep 25, 2024 7:26 am
venomus wrote:
Wed Sep 25, 2024 6:29 am
BS 42 freeze my game when load the map.
Which map are you playing on?
black forest nomad :/

Bandit1990
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Re: Bright Spark

Post by Bandit1990 »

venomus wrote:
Wed Sep 25, 2024 7:27 am
Bandit1990 wrote:
Wed Sep 25, 2024 7:26 am
venomus wrote:
Wed Sep 25, 2024 6:29 am
BS 42 freeze my game when load the map.
Which map are you playing on?
black forest nomad :/
Thanks, probably an issue with Nomad start as I added manual TC placement rules which might be looping. Hopefully an easy fix, I’ll check tonight!

Bandit1990
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Re: Bright Spark

Post by Bandit1990 »

Fixed bug where Bright Spark would freeze the game on a land nomad start.
Attachments
Bright Spark 42 DE.zip
Latest
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venomus
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Re: Bright Spark

Post by venomus »

Hello :)

Now it works fine and has not lost performance or anything, I just noticed a couple of small bugs that sometimes happen in nomad:

1º He forgets to create an army and is dedicated to make economy until the imperial age. Eventually, at some point it does. It is a very rare bug, but it has happened to me in some games.

2º Some other games he accumulates a huge army near his base, but as if it were a path bug, he gets stuck against trees slowly patrolling the area instead of going to attack the enemy. It is a bug that I see quite often and eventually fixes itself.

I also think this is caused by the type of map and the proximity of the enemy base.

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