Troxeidon II

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ER
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Joined: Sat Nov 08, 2003 9:23 am
Location: Johannesburg, South Africa

Re: Troxeidon II

Post by ER »

line 8898

#load-if-not-defined BALTIC_MAP

should be

#load-if-not-defined BALTIC-MAP


Just something I happened to notice lol

kunyi
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Joined: Tue Mar 21, 2006 7:48 am

Re: Troxeidon II

Post by kunyi »

thanks ;)

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LightTree
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Re: Troxeidon II

Post by LightTree »

Hey kunyi, altough I still need to test it more, I played a few games with Troxeidon and I was very impressed. The potential is tremendous! :).

But there is one common behaviour that I didn't like so much. And this is actually a problem with many AIs, not only Troxeidon.... After winning water early against their opponent, they often let him run away with it's fishing ships and rebuild safely at back, for another water fish boom + assault. Result: opponent (specially if it's a human) takes back water shortly after. I think that AIs should scout more with their warships, after winning early water, and keep constantly looking for those fishing ships/docks (and eventually vills building docks). They often stagnate against useless stuff, instead of doing this. This particular action (or the lack of it) might cost them the entire game, actually.... The reference for these tests was Rivers team games....

Thx for the great work! :).

kunyi
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Joined: Tue Mar 21, 2006 7:48 am

Re: Troxeidon II

Post by kunyi »

your right thanks, i really dont tested in TGs, if will have time i will continue troxi..:)

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LightTree
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Re: Troxeidon II

Post by LightTree »

Nice, thx :).

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LightTree
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Posts: 1608
Joined: Wed Mar 10, 2010 12:21 am

Re: Troxeidon II

Post by LightTree »

Little hint for this great-potential AI: please remove the cheats on hard (include them on hardest, instead), in MP :lol: :).

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