Skeksis Ai

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Lorhey
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Posts: 5
Joined: Sat Feb 10, 2018 1:37 pm

Skeksis Ai

Post by Lorhey »

Initial upload for my(Lorhey) AI,

Plan is to make an ai that plays any civ and strat combination i can come up with.
Trying to make it look more human than ai in behaviour.
Currently the attack is just a attack-now loop due to time contraints
AI plays any civ that has normal camps, strong knights. Preferably Paladin civs with currently no civ specific behaviour. (Magyar, Burgundians, Lithuanians, Huns, Teutons, Spanish)
No feudal agression yet.
No Team behaviour.
Will start small attacks in castleage, mostly try to boom 3tc.

Has an algorithm that splits the whole map into 10x10 tiles using primenumbers to store info on each "tile" in a single goal (resources, player presence, enemy presence), one tile per tick. Usage of that was not possible in the timeframe but will help a lot with expansion, defensive base layout and offensive planning.
Dynamic villager allocation: setting expected on hand resources will allow the ai to shift away from resources that are floating to the ones that are needed.
Attachments
Skeksis.zip
(16.45 KiB) Downloaded 45 times
Last edited by Lorhey on Sun Oct 27, 2024 4:07 pm, edited 2 times in total.

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wattle
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Posts: 218
Joined: Fri Aug 15, 2014 1:06 pm
Location: Germany

Re: Skeksis Ai

Post by wattle »

:dance :dance :dance
I wish you luck, so your neighbors will be busy and you can show of your new AI
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.

Lorhey
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Posts: 5
Joined: Sat Feb 10, 2018 1:37 pm

Re: Skeksis Ai

Post by Lorhey »

- fixed an issue where scouts considered themselfes old and saw deer as ancient relics
- impoved pathing
Attachments
Skeksis.zip
(16.44 KiB) Downloaded 50 times

Lorhey
Forumer
Posts: 5
Joined: Sat Feb 10, 2018 1:37 pm

Re: Skeksis Ai

Post by Lorhey »

- Updated buildingplacement with duc
- scoutrush as offensive feudal strategy
- reacting to enemy scouts with spears
- reacting to spears/ranged units with skirms in feudal
- completely remade attack logic
- working quadtree with search, no usage yet
- improved resource camp placement
- cleaned up builds
- fixed pathfinding
- siege might not siege, idk why
Attachments
Skeksis_0_1_0.zip
(25.79 KiB) Downloaded 43 times

Lorhey
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Posts: 5
Joined: Sat Feb 10, 2018 1:37 pm

Re: Skeksis Ai

Post by Lorhey »

Ai does not play Franks in the current state, building farms waits for horse collar research

Lorhey
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Posts: 5
Joined: Sat Feb 10, 2018 1:37 pm

Re: Skeksis Ai

Post by Lorhey »

- updated scout micro
- cleaned up early ages
- better herdable management, no more eating all at once
- manual boar lure
- complete attack logic rework
- defensive towers
- defensive skirmishers in feudalage and vs ca type units
- defensive spears against feudal scouts
- quadtree defines searchable outskirts, areas that are close to player terrain to help deciding with expansion
- taunt 5 to ping areas with gold using the quadtree
- taunt 8 to ping areas that are considered my-base (areas that contain buildings)
- bulding outposts into outskirts to slowly creep terrain in the quadtree
- reworked auto resource gather balancing
- exceeding resource target values allows market usage, ai can now decide to buy up
- no more possible food softlock when farming is waiting for horsecollar
- Persians now research savar
- some civs can now get their UTs
- locking gold spending on army in imperial age when shortage exists to prio siege and techs
- fixed pathing

Skeksis can now play: Burgundians, (Cumans no 2nd tc), Franks, Huns, Lithuanians, Magyar, Persians, Spanish, Teutons
Attachments
Skeksis_0_1_3.zip
(34.94 KiB) Downloaded 56 times

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wattle
Swami
Posts: 218
Joined: Fri Aug 15, 2014 1:06 pm
Location: Germany

Re: Skeksis Ai

Post by wattle »

The version numbers barely can catch up with the updates :dance
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.

SuperSkurken
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Posts: 5
Joined: Thu May 02, 2024 11:29 am

Re: Skeksis Ai

Post by SuperSkurken »

Those are exciting updates! I look forward to testing my AI against the new version. The previous one took a lot of damage in Dark/Feudal Age, if my memory serves me well. UPDATE: I am not sure I have successfully tested the previous version either, as it turns out that my apparent "fix" for the XS issues involved moving the files to the wrong folder. Maybe the easy win was against some unknown default AI. Now my local mod version of Skeksis does not work anymore.
- fixed pathing
Hm, where have I heard that before... :-P

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