Author: Finaldeath aka Andrew Armstrong
Version: 0.1-pre-alpha-not-tested-do-not-use-really-please
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This is a massive WIP, otherwise known as "Stalled to all hell and back, since almost all of it will be rewritten before I am happy with it". Time has alas caught up with me and kept me too busy in the last 4 months to do much more than playtest a few things.From the year 1215, a constitutional document proclaiming the limitations and rules for the king at the time, King John.
Just like the Feudal Barons of olde who set this upon their king, so am I setting the rules onto my AI and deciding what it can do. Just like the Barons if my AI doesn't perform well it will be upsurped (re-written) to be better
The AI will currently do a really bad job of building up to the Imperial Age with some terrible economic and building choices, while building a tiny defensive force and having about as much intelligence as a brick wall when it comes to attacking (Hint: It waits until it has a huge number of units in Imperial since it poorly does research). The unit selections are pre-set messes that are mainly for "something to do", the AI files are full of uncommented code or lots of debug statements (tough, I am not removing them yet) and the AI will not do several game types yet. Don't even think about water for instance.
The only bits I have vaguely finished are hunting, farming code, better camp placements, repair code, cleaning up things, basic market code and population stuff. A very short list!
Best bet? Don't use this at all, it's an overcomplicated mess of test code at the moment, it is mainly here for the tournament deadline, and I might release new versions if I can get the time to invest in properly redoing some parts from scratch again.
Features I want to include that are vaguely fun to list:
- Text-taunting personalities, with their own sets of in-game taunts based on ongoing in-game actions (using most of the available in game live data)
- Varied strategies, perhaps including some silly or unique ones if the game is not a tournament or very serious one (perhaps Hardest will be Serious Business Mode).
- Poke raiding of enemy towns using limited unit types (eg; scout cavalry)
- Flank attacks if maps accommodate it
- Full forward/secondary/military bases
- Maximum per-map-type strategy tuning, in easy-to-change files to add more map types as needed
- Better walling (I can't even remember if I can build walls or gates using up-build tbh!) or at least in Arena and such maps, getting rid of their wall if it causes an issue.
- Better around-base scouting for forward bases. Patrol groups perhaps.
- Fuller map awareness, possibly including building walls of houses or other things similar to humans.
- Easy human commands to direct the AI
- AI cooperation as much as possible between itself and other AI's