Immortal v0.10f

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jadeeye
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Posts: 39
Joined: Tue Dec 17, 2019 6:04 pm

Re: Immortal v0.10f

Post by jadeeye »

TheMaximalBeing wrote: Fri May 10, 2024 9:06 am CHANGELOG Version 0.10f
  • archers will now dodge mangonel projectiles (very rudimentary)
  • villagers will no longer attack towers that are protected by castles
  • will not attack towers with too many guard-towers + units nearby
  • enemy scouting smaller radius for arena (not tested)
  • more trade for arena
  • will add siege to defend forward castles/towers
  • limit to 3 TCs if forward enemy castles
  • research imp sooner if forward enemy castles
  • don't delay imp for more military if forward enemy castles
  • prefers monks to camels/spears if enemy is an age ahead
  • new function to check if we can path to enemy tc
  • build camps further from map centre on arena (rather than from enemy)
  • fixed missing blacksmith for certain BOs
  • fixed missing market for smush BO
  • vills will attack unprotected siege units
  • vills will no longer retreat from trebuchets
  • vills will no longer over-estimate the strength of siege units
  • no longer considers castles when finding enemy players
  • groups will attack walls that are attacked by other groups
  • prevented groups from using forward enemy buildings for enemyPos when TC not found
  • groups can attack closer to enemy TC on arena (not tested)
  • can dive under tc to attack monks/siege (not tested)
  • less likely for groups to walk under enemy forward buildings
  • archers will not delay attack vs siege, monks, scorpions (not tested)
  • archers prioritize siege, monks, and repairers more
  • prevent new units running into forward enemy castles
AOC/WK versions not released as I have run out of rules
Hello,
For some reason, the zip file is invalid and can not be opened. Please re-upload the new file. Thank you.
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wattle
Swami
Posts: 236
Joined: Fri Aug 15, 2014 1:06 pm
Location: Germany

Re: Immortal v0.10f

Post by wattle »

jadeeye wrote: Sat May 17, 2025 11:16 pm Hello,
For some reason, the zip file is invalid and can not be opened. Please re-upload the new file. Thank you.
Unfortunately there have been issues with the forums lately and it seems something broke for all older uploads when reseting to the last backup.
Here the last version. Lets hope tmb will get to update Immortal anyway as he looks active atm :dance

edit: you can download from the original post again :)
Last edited by wattle on Fri May 30, 2025 9:58 pm, edited 2 times in total.
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.
jadeeye
Forumer
Posts: 39
Joined: Tue Dec 17, 2019 6:04 pm

Re: Immortal v0.10f

Post by jadeeye »

wattle wrote: Mon May 19, 2025 6:03 pm Unfortunately there have been issues with the forums lately and it seems something broke for all older uploads when reseting to the last backup.
Here the last version. Lets hope tmb will get to update Immortal anyway as he looks active atm :dance
Thank you so much :)
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Gequi
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Posts: 20
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Location: Spain
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Re: Immortal v0.10f

Post by Gequi »

wattle wrote: Mon May 19, 2025 6:03 pm Unfortunately there have been issues with the forums lately and it seems something broke for all older uploads when reseting to the last backup.
Here the last version. Lets hope tmb will get to update Immortal anyway as he looks active atm :dance
Thank you !

I tested this AI with this settings:

Recommended Civs

Flank/1v1: franks

Supported Games

Definitive Edition or

Supported Settings

Game type: Random Map
Map: Arabia
Resources: Standard
Starting age: Dark with High res
Population cap: 200+
Speed: 2.0

DE_VERSION Immortal v0.10f.zip

Recording:
https://drive.google.com/file/d/1LAuEiE ... sp=sharing

Very realistic AI indeed, like human behavior, but in exchange it is resource demanding. In my case this match worked at 45 FPS, around 15 less than usual.

Things that can be improved:
  • minutes 20 - 25: cyan sends a lot of flares, a nonsense because he has no team mate
  • minute 29: blue destroys a house to build a castle near the town center. cyan lose a few archers because they are patrolling near towers.
  • Ending: only blue have gathered one relic, cyan no one.

Cheers !
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