Quicksilver

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Avikamama
Forumer
Posts: 3
Joined: Wed May 22, 2024 12:27 am

Quicksilver

Post by Avikamama »

My first AI. Currently only plays Koreans on Hideout.
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wattle
Swami
Posts: 225
Joined: Fri Aug 15, 2014 1:06 pm
Location: Germany

Re: Quicksilver

Post by wattle »

Great :dance
Looking forward to how it plays.
Good luck in Prince of Hideout tourney
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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Aleph
Guru
Posts: 501
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

Re: Quicksilver

Post by Aleph »

Congrats on winning your first tournament match on the same day it was released!
SuperSkurken
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Posts: 13
Joined: Thu May 02, 2024 11:29 am

Re: Quicksilver

Post by SuperSkurken »

I didn't get to watch the games in PoH, but I did some tests today. Very amusing playstyle! I think the opening "move" can be improved by sending one villager to each wall segment (up to a limit of five villagers or so). If you can do a remote search for your own wall foundations and target the results with the forward villagers, that may work.
Avikamama
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Posts: 3
Joined: Wed May 22, 2024 12:27 am

Re: Quicksilver

Post by Avikamama »

Yeah, that would help a ton. My searches are a total mess in this version, so I couldn't have managed another one without significantly slowing my wall-building down, but now that I've rewritten the code to use rule jumping, I could do it.

I did have an early version that used DUC to send villagers forward while researching feudal age so they were already waiting at the enemy base when we first built the walls, but I could never get to them to actually build the walls. They would reach the foundations, stand for a second, then retask. There were only a few days before the deadline, so I had to abandon that and go with something that actually worked, albeit very inefficiently. Maybe I'll give fixing it a go now that I have more time!
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