As per request of Xhip_!
Basically, a beta version of my Dreadnought AI. Currently it will play with every civilization on a normal land map.
Test, give feedback, whatever
Please let me know of any bugs as soon as you find them!
Current strategies:
Civilization - Strategy (Percentage occurence)
Land maps:
Aztecs - Boom (50%), EW rush (50%).
Britons - Xbow rush (100%).
Byzantines - Xbow + camel rush (100%)
Celts - Siege boom (100%).
Chinese - Flush (100%).
Franks - Knight rush (100%).
Goths - Infantry boom (100%).
Huns - Flush (20%), CA rush (40%), Krush (40%)
Incas - Boom (100%).
Indians - Boom (100%).
Italians - Boom (100%).
Japanese - Infantry boom (100%).
Koreans - Tower rush (50%), Boom (50%).
Magyars - Boom (30%), Flush (70%).
Mayans - Boom (100%).
Mongols - Flush (100%).
Persians - Boom (100%).
Saracens - Monk rush (40%), Flush (60%).
Slavs - Boom (60%), Monk rush (40%).
Spanish - Knight rush (100%).
Teutons - Boom (100%).
Turks - Boom (100%).
Vikings - Knight rush (100%).
Water maps:
Aztecs - Fire ship rush (100%).
Britons - Water boom (100%).
Byzantines - Fire ship rush (100%).
Celts - Water boom (100%).
Chinese - Water boom (100%).
Franks - Water boom (100%).
Goths - Water boom (100%).
Huns - Water boom (100%).
Incas - Water boom (100%).
Indians - Water boom (100%).
Italians - Fire ship rush (100%).
Japanese -
Koreans - Water boom (100%).
Magyars -
Mayans -
Mongols -
Persians - Fire ship rush (100%).
Saracens -
Slavs -
Spanish -
Teutons -
Turks -
Vikings - Galley rush (100%).
Dreadnought AI
- Alevo1
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- Location: England
Dreadnought AI
- Attachments
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- Dreadnought.zip
- Some UP stuff added
- (217.7 KiB) Downloaded 366 times
Last edited by Alevo1 on Fri Aug 23, 2013 5:52 am, edited 1 time in total.
- THE RULER
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Re: Dreadnought AI
nice to see you back here, Alevo !
too large Ts! your units running suicide one by the next.
too large Ts! your units running suicide one by the next.
It's poison and it's blood and big fire, big burn - into the ashes and no return
- Finaldeath
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Re: Dreadnought AI
This simply massacred my AI with a good Celt boom. Good when it works, not so good at defending though due to the larger than required Town Size, as THE RULER said. I'd recommend lower, or if you're doing UP only, using place-control.
I was impressed with the age advance times, and I should attempt going for a later feudal to faster castle to get overall better times.
Also am so going to try the Monk Rush as Saracens and see how it goes with the latest patch!
I was impressed with the age advance times, and I should attempt going for a later feudal to faster castle to get overall better times.
Also am so going to try the Monk Rush as Saracens and see how it goes with the latest patch!
- Alevo1
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- Location: England
Re: Dreadnought AI
I'm messing about with stuff a little, good to see you guys like it!
It's somewhat limited on some fronts due to the way it's made, although it allows for much easier strategy designing (based on a set of constants!).
Can you let me know what the town size problems are? When they appear (age? during attacks? etc...) please!
I'm still working on this and my new AI at the same time. If you feel the urge to make a strategy, by the way, there is a list of constants in the strategies folder that you can use to design one, then just ask me and I'll put it in
It's somewhat limited on some fronts due to the way it's made, although it allows for much easier strategy designing (based on a set of constants!).
Can you let me know what the town size problems are? When they appear (age? during attacks? etc...) please!
I'm still working on this and my new AI at the same time. If you feel the urge to make a strategy, by the way, there is a list of constants in the strategies folder that you can use to design one, then just ask me and I'll put it in
- Finaldeath
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Re: Dreadnought AI
Few more things; loved the hunting mills. Town Centers are placed a bit hap-hazardly though and worth making as a type of building (lumber camps are the easiest). Also lumber camps can be placed closer together; try the SN that restricts building nearby existing ones (the default is 10).
Town Size issues happen around feudal/castle, if you have some forward building (not intentionally so, just one build further away than normal at the maximum town size) on a map like Medium with 4 players you get your neighbour sometimes being too close, they attack your buildings, and your units run in to attack them, and usually die against the aggressor force.
Town Size issues happen around feudal/castle, if you have some forward building (not intentionally so, just one build further away than normal at the maximum town size) on a map like Medium with 4 players you get your neighbour sometimes being too close, they attack your buildings, and your units run in to attack them, and usually die against the aggressor force.
- UnfairestEel
- Waheguru
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Re: Dreadnought AI
nicely counters monks. Unfortunatly that wasn't enough in 1v1 coastal against UnfairSteel 3.9 I think it made the mistake of trying to take water and ignoring relics and land defense apart from a castle was it's problem
Knowledge is Time.
This simple fact can be derived from these beliefs:
Time is Money.
Money is Power.
Knowledge is Power.
Therefore, Knowledge is Time.
Q.E.D.
This simple fact can be derived from these beliefs:
Time is Money.
Money is Power.
Knowledge is Power.
Therefore, Knowledge is Time.
Q.E.D.
- jdstankosky
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Re: Dreadnought AI
Oh no! Not DreadNougat!
Do not try to script a counter for everything. That is reactionary, and always slower than taking the initiative in battle. Decide from the start what you are going to do, and do not waiver from it. Own it.
- Alevo1
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Re: Dreadnought AI
Tl
Tlamakamikazi!jdstankosky wrote:Oh no! Not DreadNougat!
- Promiskuitiv
- Waheguru
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Re: Dreadnought AI
Got an error message when trying to play with Dreadnought: "wtr.frankwaterboom"-file, line 11 const already defined.
- Alevo1
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Re: Dreadnought AI
Thanks Promi, looking into it! Can you let me know what civ (I'm guessing Franks) and what map it was on please?