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Mininaut 1.4

Posted: Tue Jan 28, 2014 8:10 am
by UnfairestEel
Here's a little something I did today, it's a 30 rule version of juggernaut!

It can only play huns. Edit that, it's a versatile little beast that can handle extra relics and all civs and other stuff that I've forgotten about now.

1.1: fixes any chance of wood screw and adds stuff for team games on top of some other small tweaks.

1.2: HUGE upgrade. Makes the ai both more versatile and significantly stronger.

1.3: Plays all non-aofe civs now (sometimes it's awesome, sometimes not) I added 3 (5 actually if you include housing and the resign rules) extra rules for 1v1 (market + sell food + some rule that stops* suicidal castle placement) + a resign rule. leaving it's count at 33 iirc <_<

1.4: Changed some longstanding problems in regards to pop-cap. Previous versions were tested on huge pop caps, I've fixed it to perform better on pop-cap 200 (but maybe less effective on 1000). Added secondary strategies for teutons and persians. Other changes you can try for yourself to discover.
Definitely better in TGs though. Also features ONE LESS RULE... Deleted resign rule

1.3 onwards is just about unreadable unless you study it. 1.2 onwards is unreadable for the inexperienced scripter (UP stuff :) ) This said, I believe that version 1.2 would be a very useful guide for those who don't know where to start with scripting for the UserPatch.

Another note: This ai is lagless in 1v1 and when there's only efficient ais working with it, but if you use crazy settings I did like 8player 300 pop ffas and the like, it will slow the game down (it's also quite laggy when combined with peterson) This is because it uses attack-now to attack- a notoriously laggy attack method (that has been improved infinitely with the userpatch)

Re: Mininaut

Posted: Tue Jan 28, 2014 4:59 pm
by scripter64
Nice! Would be fun to have another mini tournament :devil

Re: Mininaut 1.1

Posted: Wed Jan 29, 2014 10:21 pm
by UnfairestEel
a little update

Re: Mininaut 1.1

Posted: Sun Feb 02, 2014 12:59 am
eeeel ! B)

Re: Mininaut 1.1

Posted: Sun Feb 02, 2014 6:20 am
by UnfairestEel

Re: Mininaut 1.2

Posted: Tue Feb 25, 2014 7:24 am
by UnfairestEel

This update makes the ai much much MUCH stronger :devil

On top of general performance it's able to play any pop cap >= 175 well, in fact it prefers larger pop-caps (tests ran were 800 pop)
It enjoys maps like graveyards, building more monasteries when needed (and it kind of needs the gold later since it doesn't use a market)

Despite the huge upgrade don't expect too much, it still loses to juggernaut 1.0 huns :dance but for a mini ai, it's something I'm very proud to say is mine :)

ps. still only 30 rules

Re: Mininaut 1.2

Posted: Tue Feb 25, 2014 1:05 pm
by scripter64
It was already scary before! :lol:
Thanks for the update!

Re: Mininaut 1.2

Posted: Fri Feb 28, 2014 2:35 am
by Finaldeath
30 rules? nicceeeee :D

Re: Mininaut 1.2

Posted: Fri Feb 28, 2014 5:26 am
by UnfairestEel

Re: Mininaut 1.3

Posted: Mon May 12, 2014 5:11 am
by UnfairestEel
Well I've finally uploaded 1.3- haven't actually touched it for months iirc. But just felt the urge to upload it today.

Plays all civs etc etc have a nice day B)