[UP]Miniman
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- Waheguru
- Posts: 5891
- Joined: Fri Jan 16, 2009 8:36 pm
Re: Miniman AI(UP)
I love that AI
- Lazarus
- Guru
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- Joined: Sun Jan 22, 2012 12:02 pm
- Location: Someplace in the United States
Re: Miniman AI(UP)
O.o what age start?
I get the feeling that it starts in the castle age.
I get the feeling that it starts in the castle age.
Time to learn all the new things is too much so probably not scripting
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- Waheguru
- Posts: 5891
- Joined: Fri Jan 16, 2009 8:36 pm
Re: Miniman AI(UP)
Chiken was a PIDM AI, I think. Chiken is the reason that MiniEagle exists and is as unreadable as it is.
I have a Chiken-izing script that transforms it into a no-space mess in honor of Chiken
I have a Chiken-izing script that transforms it into a no-space mess in honor of Chiken
- Lazarus
- Guru
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- Location: Someplace in the United States
Re: Miniman AI(UP)
Oops
Changing the pro defconst made the maximum builders 1...
Fixing in a sec, along with another change.
You know, if I turned this into a proper AI, it could be quite frightening
Edit: Put a recorded successful game into the first post. However, it also shows a bug:
Default AI built a town center in the feudal age after his was destroyed. Is this intentional? I don't think it is...
By the way, any ideas how to make him attack the villagers?
Changing the pro defconst made the maximum builders 1...
Fixing in a sec, along with another change.
You know, if I turned this into a proper AI, it could be quite frightening
Edit: Put a recorded successful game into the first post. However, it also shows a bug:
Default AI built a town center in the feudal age after his was destroyed. Is this intentional? I don't think it is...
By the way, any ideas how to make him attack the villagers?
Time to learn all the new things is too much so probably not scripting
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- Waheguru
- Posts: 5891
- Joined: Fri Jan 16, 2009 8:36 pm
Re: Miniman AI(UP)
Might be an idea for a future sn-allow-civilian-offense set to 2...Lazarus wrote:By the way, any ideas how to make him attack the villagers?
- Lazarus
- Guru
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- Joined: Sun Jan 22, 2012 12:02 pm
- Location: Someplace in the United States
Re: Miniman AI(UP)
Slight update changing farm build requirement.
Time to learn all the new things is too much so probably not scripting
- kram1138
- Guru
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- Location: Winnipeg, Canada
Re: Miniman AI(UP)
What you should do is make miniman, after it has done the big rush, build another 30 vilies, advance to the castle age build a few TCs, boom like crazy and feed allies. That would make it have more than 5 rules, but it would actually make it partially useful.
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- Lazarus
- Guru
- Posts: 555
- Joined: Sun Jan 22, 2012 12:02 pm
- Location: Someplace in the United States
Re: Miniman AI(UP)
I am working on a bigger version of it which will continue and hopefully actually build a barracks to kill the villagers and other units.
Time to learn all the new things is too much so probably not scripting
- Lazarus
- Guru
- Posts: 555
- Joined: Sun Jan 22, 2012 12:02 pm
- Location: Someplace in the United States
Re: Miniman AI(UP)
Added a bigger version that still only gets to the Feudal age, and only sometimes before the initial attack. Still better than the original
Time to learn all the new things is too much so probably not scripting
- Lazarus
- Guru
- Posts: 555
- Joined: Sun Jan 22, 2012 12:02 pm
- Location: Someplace in the United States
Re: [UP]Miniman
Added a different version.
Time to learn all the new things is too much so probably not scripting