Nightmare AI v0.9

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Archon
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Re: Nightmare AI v0.3

Post by Archon »

Played two games:

1.) In game one Horde picked a booming strategy, while Nightmare decided to focus on countering Horde's xbows with skirmishers, despite it's strategy said it would go for camels and xbows. This is not a problem as such, but the combination of training skirmishers while presumably using huge food escrows allowed Nightmare to reach imperial age in 33:30 at the cost of villager count. Despite not being attacked for about 35 minutes, it only reached a villager maximum of 45.

2.) It's fast castle age is slow for UP, in the tests it lacked wood to immediately drop the required feudal age buildings. In game two it wasn't able to deal with Horde's rush and the game was pretty much over in early castle age.

Some minor issues: It didn't take elite skirmisher upgrade despite training a lot of skirmishers. If it has a castle, it should prefer training cats over knights, especially if the enemy has a lot of infantry.

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Alevo1
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Re: Nightmare AI v0.3

Post by Alevo1 »

Archon wrote:Played two games:

1.) In game one Horde picked a booming strategy, while Nightmare decided to focus on countering Horde's xbows with skirmishers, despite it's strategy said it would go for camels and xbows. This is not a problem as such, but the combination of training skirmishers while presumably using huge food escrows allowed Nightmare to reach imperial age in 33:30 at the cost of villager count. Despite not being attacked for about 35 minutes, it only reached a villager maximum of 45.

2.) It's fast castle age is slow for UP, in the tests it lacked wood to immediately drop the required feudal age buildings. In game two it wasn't able to deal with Horde's rush and the game was pretty much over in early castle age.

Some minor issues: It didn't take elite skirmisher upgrade despite training a lot of skirmishers. If it has a castle, it should prefer training cats over knights, especially if the enemy has a lot of infantry.
The first one was a bug that I've now found and fixed.
I'm still tinkering with values for the fast castling and stuff. Hopefully I can get a good balance soon.
It would've taken the upgrade had it not had such weak economy I think, and thanks for the thing with knights! I'll see that it happens :)

PS. It only escrows wood and not even the version uploaded does that. That imperial time is very strange...

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Alevo1
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Re: Nightmare AI v0.4

Post by Alevo1 »

New version uploaded!

Find it in the original post :)

samoer
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Re: Nightmare AI v0.4

Post by samoer »

Thanks!!!

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Alevo1
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Re: Nightmare AI v0.4

Post by Alevo1 »

I'm planning on releasing a new version soon in which Nightmare can steal boar, this is still being optimised along with the AI itself for now.
I'm planning on adding team game stuff soon too

scripter64
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Re: Nightmare AI v0.4

Post by scripter64 »

Nice :devil

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Finaldeath
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Re: Nightmare AI v0.4

Post by Finaldeath »

So evil!
Finaldeath

Writing a set of tutorials - My own AI is super secret development!

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Alevo1
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Re: Nightmare AI v0.5

Post by Alevo1 »

New version uploaded, mostly fixes/improvements!
Test away please :D

Team game capabilities next update!

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Alevo1
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Re: Nightmare AI v0.7

Post by Alevo1 »

New version uploaded!
Many improvements including a much better attacking system than the groups used before, and an ability to play team games (though not very well in most cases).

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Alevo1
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Re: Nightmare AI v0.8

Post by Alevo1 »

Updated, bug fixes mainly

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