Starting Age: - Post Imperial Age
Game: - Death Match
Location: - DM Green Arabia
Size: - Tiny
Difficulty: - Hard-Hardest
Civilization : - HUN - Team Random - Random
Reveal Map: - Normal
Population: - 200
Victory: - Conquest
All Techs: - No
Speed : - Fast
Game Version: - Userpatch
AI Version: - 2
1.4rc_DM_GA
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- Guru
- Posts: 758
- Joined: Tue Mar 21, 2006 7:48 am
1.4rc_DM_GA
- Attachments
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- 1_5RC_v6hun_DM_GA_v2.rar
- (21.64 KiB) Downloaded 342 times
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- 1.4RCDM_GA.rar
- (26.36 KiB) Downloaded 333 times
Last edited by kunyi on Tue Mar 24, 2015 9:43 am, edited 6 times in total.
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- Waheguru
- Posts: 5891
- Joined: Fri Jan 16, 2009 8:36 pm
Re: 1.4rc_DM_GA
Hi kunyi! Great to see you again! I'll watch a few games shortly. Thanks for uploading!
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- Guru
- Posts: 639
- Joined: Thu Jul 14, 2011 8:44 am
Re: 1.4rc_DM_GA
1.4rc_DM_GA is a strong AI, and it puts up good fights
Some issues I noticed:
-sn-enable-new-building-system is set to 1 after game-time >8, causing delay when attempting to go for multiple same buildings right at start.
-Non-huns build yurts. In 1.0c this was the only way to build multiple "houses" at the same time, but with UP it's best to just build normal houses. Yurts cost more than houses and take more time to build.
-Town centers are always placed like camps, so when camp distances rise they're placed far away from town, often forward due to lack of scouting other areas.
-It assumes the enemy to be exactly at opposite side of map, and since the patrol also tasks scouts, it doesn't always find enemy early.
Some issues I noticed:
-sn-enable-new-building-system is set to 1 after game-time >8, causing delay when attempting to go for multiple same buildings right at start.
-Non-huns build yurts. In 1.0c this was the only way to build multiple "houses" at the same time, but with UP it's best to just build normal houses. Yurts cost more than houses and take more time to build.
-Town centers are always placed like camps, so when camp distances rise they're placed far away from town, often forward due to lack of scouting other areas.
-It assumes the enemy to be exactly at opposite side of map, and since the patrol also tasks scouts, it doesn't always find enemy early.
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- Guru
- Posts: 758
- Joined: Tue Mar 21, 2006 7:48 am
Re: 1.4rc_DM_GA
Thanks, i will fix it and some attack bugs
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- Guru
- Posts: 758
- Joined: Tue Mar 21, 2006 7:48 am
Re: 1.4rc_DM_GA
litle UPDATE - for pidm tournament
not really tested only today work.
bugfixes:
- fixed sn-enable-new-building-system is set to 1 at start
- fixed Close build without CE on normal fast speed.
- Yurts delted - house rule added.
- Delete not important rules(lots)
- fixed some attack bugs at start.(no attack if enemy not targeted)
- briton make army now
- 1-2 litle fix with civs
newfix:
- meeecro
- tsa feeex(hope)
- superiority feeex
not really tested only today work.
bugfixes:
- fixed sn-enable-new-building-system is set to 1 at start
- fixed Close build without CE on normal fast speed.
- Yurts delted - house rule added.
- Delete not important rules(lots)
- fixed some attack bugs at start.(no attack if enemy not targeted)
- briton make army now
- 1-2 litle fix with civs
newfix:
- meeecro
- tsa feeex(hope)
- superiority feeex
- Aleph
- Yogi
- Posts: 487
- Joined: Sat Jan 17, 2015 10:07 am
- Location: Germany
Re: 1.4rc_DM_GA
Wow, and I thought ER's DM AI had an uninspired name.