Jester (V 2.3) & Forthwind (V 2.1)

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screamingkoos
Forumer
Posts: 45
Joined: Wed Feb 05, 2020 6:27 pm

Re: Jester (V 2.21) & Forthwind (V 2.1)

Post by screamingkoos »

Hey Everyone! Just a smaller update here that brings bug fixes for Jester (He is now playable again as of the March 2024 PUP which messed him up). I also decided to add a couple extras into the update last minute (literally the past few hours before the update today) so it is a more exciting download ;)

Many thanks to you all for your continued support! Have an awesome day!

Your pal,

ScreamingKoos

;==========UPDATES for Jester Version 2.21 (March 9, 2024):
- This is a smaller update that aims to fix some recently introduced bugs and make Jester playable again for the March PUP. Added a couple new additions as well!
;====================================================
- Fixed a bug that was introduced in the March 2024 PUP that would make Jester unplayable.
- Fixed a circular logic bug that could cause Jester to turn on & off arrow dodging rules repeatedly.
- Provided a bug fix for a rare but critical Direct Unit Control (DUC) bug that would set all military units to no-attack-stance forever. Should not be able to happen anymore with backup conditions added.
- Jester now disregards using villagers to target rams & armored elephants when villager numbers are too low (dynamically based on pop-cap settings).
- Improved focus-player rules by allowing them to update much more often. Jester's initial scout should have less of a chance to dying from early enemy TC's.
- Fixed a bug which consisted of Jester endlessly deleting the first mining-camp foundation even when it was placed correctly near gold or stone. This could sometimes lead to serious delays of the first mining-camp greatly affecting economy.
- Jester now targets and deletes his oldest camps (lumber & mining) one at a time after a number of them have been built.
- Introduced a temporary solution that forces a small number of villagers to nearby berries (if close to a mill) once farms start getting built (useful for Yucatan style maps).
- Testing VERY basic rules in this update that should influence Jester to help AI allies. Ran out of time to test this fully...
- Jester flanks & pockets now properly counter war-elephants and have improved countering for enemy unique siege units (i.e. organ guns, hussite-wagons, etc).
- Jester no longer automatically retreats when pursuing a booming strategy (was causing Jester to stop attacking even when far ahead in military, allowing enemy to reboom in many situations and catch up).
- The first placed castle has improved preference to be placed at the front of Jester's base.
- Jester can now research ri-devotion.
- Changed out a few of the chats/updated existing ones!
- A couple other small improvements/bug fixes.
;----------END OF GENERAL UPDATES:----------
jadeeye
Forumer
Posts: 32
Joined: Tue Dec 17, 2019 6:04 pm

Re: Jester (V 2.21) & Forthwind (V 2.1)

Post by jadeeye »

Thank you for the update. Good to see your AI get improvement day by day. Here's my feedback.

Jester seems to attack and retreat better but he really really needs to know how to use Sieges more effectively. I have watched a death match in Imp Age between 8 civs and none of them were defeated at the end of the match (resources are expired) :D because they don't know how to get through defensive buildings as I mentioned before. I believe you will fix this issue later by DUC.

Could you also make Jester split a raiding group to harass villagers? They let enemies's villagers gather the whole map especially a map like Gold Rush. And I think Jester need to balance between villagers and militaries. He produced too many villagers and trade carts. Late game, he only has about 50 military pops.
screamingkoos
Forumer
Posts: 45
Joined: Wed Feb 05, 2020 6:27 pm

Re: Jester (V 2.3) & Forthwind (V 2.1)

Post by screamingkoos »

;==========UPDATES for Jester Version 2.3:==========
- Hey all! It's been a long time since I've updated old Jester! So here you are, get it while its hot! ;D
- This is a smaller update just aiming to make Jester more efficient and help eliminate the worst bugs from the previous version. Includes some much needed DUC bug fixes (that would make Jester act very odd!). The new chats in this update make the download worth it alone ;)
;====================================================
- Fixed a serious bug where Malay Jester's could sometimes get stuck in the dark age FOREVER if feudal-age was available too quickly in rare situations.
- NEW When attacking, Jester now uses backup DUC rules to send units into the frontlines where they belong that used to sit at home!
- All the proper units now retreat from enemy tower-class arrow fire (all units except infantry, cavalry & some siege units will not retreat anymore as originally intended). I appear to be using up-exlude-filter incorrectly or else it may be bugged! **thunder noises**
- Fixed a bug that would sometimes allow Gurjara Jesters to wander across the map at game start to allied/scouted berry bushes far outside of his town (Thank you distance-filter!)
- Jester now takes into account sn-defer-dropsite-placement making the mid to late game less likely for him to bug out when a camp was half built then destroyed.
- Fixed a bug where Jester would retreat every single time he prepared to attack. This was greatly worsened if there were any enemy buildings inside sn-safe-town-size (causing an endless retreat loop).
- Fixed a bug where Jester units would freeze when trying to avoid arrow fire from any building close to the map borders (still happens in rare cases but mostly fixed now).
- Fixed a DUC bug that would cause Jester's scout to occasionally retreat to the main TC if other military units were getting lured from his town.
- Removed some DUC constraints on pocket Jester's so that they can freely attack again without getting confused. (Pockets were repeatedly retreating when trying to attack with smaller numbers of military).
- Added a nice bug fix to allow Jester to play on all map-sizes again. This is especially true for world maps or any other custom maps. Jester no longer gets a game-start error because of map-sizes!
- Made some efficiencies/improvements to mule-cart building rules, includes favoring gold/stone piles more in the mid to late game.
- Jester can now properly research ri-siege-onager.
- Simplified Nomad scouting rules, although scouting sn's or other rules may be bugging this still...
- Updated MANY of the chats that Jester likes to send at different times (added new ones and provided improvements). Also fixed many of the "banter" chats so they send at the proper timings and should make more sense now (they were getting sent very randomly before).
- Other small bug fixes/improvements that I forgot what they were.
;----------END OF GENERAL UPDATES:----------
SuperSkurken
Forumer
Posts: 13
Joined: Thu May 02, 2024 11:29 am

Re: Jester (V 2.3) & Forthwind (V 2.1)

Post by SuperSkurken »

Today I have tested Jester for the first time. The first impressions are great! Strategical variety, even featuring a deadly pre-mill drush with four militia(!); good decisions, nice army compositions... What's not to love?
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wattle
Swami
Posts: 225
Joined: Fri Aug 15, 2014 1:06 pm
Location: Germany

Re: Jester (V 2.3) & Forthwind (V 2.1)

Post by wattle »

... and unique chat messages :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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